eqemu-server/zone/expedition_request.cpp
2025-12-26 20:58:07 -08:00

322 lines
9.0 KiB
C++

/**
* EQEmulator: Everquest Server Emulator
* Copyright (C) 2001-2020 EQEmulator Development Team (https://github.com/EQEmu/Server)
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY except by those people which sell it, which
* are required to give you total support for your newly bought product;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR
* A PARTICULAR PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
*/
#include "expedition_request.h"
#include "common/repositories/character_expedition_lockouts_repository.h"
#include "zone/client.h"
#include "zone/groups.h"
#include "zone/raids.h"
#include "zone/string_ids.h"
ExpeditionRequest::ExpeditionRequest(const DynamicZone& dz, Client& client, bool silent)
: m_dz(&dz), m_requester(&client), m_silent(silent)
{
}
bool ExpeditionRequest::Validate()
{
// a message is sent to leader for every member that fails a requirement
BenchTimer benchmark;
bool requirements_met = false;
if (Raid* raid = m_requester->GetRaid())
{
m_is_raid = true;
requirements_met = CanRaidRequest(raid);
}
else if (Group* group = m_requester->GetGroup())
{
requirements_met = CanGroupRequest(group);
}
else // solo request
{
m_leader = m_requester;
m_leader_id = m_requester->CharacterID();
m_leader_name = m_requester->GetName();
requirements_met = CanMembersJoin({m_leader_name});
}
auto elapsed = benchmark.elapsed();
LogExpeditions("Create validation for [{}] members took [{}s]", m_members.size(), elapsed);
return requirements_met;
}
bool ExpeditionRequest::CanRaidRequest(Raid* raid)
{
m_leader = raid->GetLeader();
m_leader_name = raid->leadername;
m_leader_id = m_leader ? m_leader->CharacterID() : database.GetCharacterID(raid->leadername);
// live (as of September 16, 2020) supports creation even if raid count exceeds
// expedition max. members are added up to the max ordered by group number.
auto raid_members = raid->GetMembers();
if (raid_members.size() > m_dz->GetMaxPlayers())
{
// leader first then raid group, order within a raid group may not be what is displayed
std::sort(raid_members.begin(), raid_members.end(),
[&](const RaidMember& lhs, const RaidMember& rhs) {
if (m_leader_name == lhs.member_name) { return true; }
if (m_leader_name == rhs.member_name) { return false; }
return lhs.group_number < rhs.group_number;
});
}
// live still performs conflict checks for all members even those beyond max
std::vector<std::string> member_names;
for (int i = 0; i < raid_members.size(); ++i)
{
member_names.emplace_back(raid_members[i].member_name);
}
return CanMembersJoin(member_names);
}
bool ExpeditionRequest::CanGroupRequest(Group* group)
{
m_leader = nullptr;
if (group->GetLeader() && group->GetLeader()->IsClient())
{
m_leader = group->GetLeader()->CastToClient();
}
// Group::GetLeaderName() is broken if group formed across zones, ask database instead
m_leader_name = m_leader ? m_leader->GetName() : group->GetLeaderName();
m_leader_id = m_leader ? m_leader->CharacterID() : database.GetCharacterID(m_leader_name);
std::vector<std::string> member_names;
member_names.emplace_back(m_leader_name); // leader always added first
for (int i = 0; i < MAX_GROUP_MEMBERS; ++i)
{
if (group->membername[i][0] && m_leader_name != group->membername[i])
{
member_names.emplace_back(group->membername[i]);
}
}
return CanMembersJoin(member_names);
}
bool ExpeditionRequest::CanMembersJoin(const std::vector<std::string>& member_names)
{
if (member_names.empty())
{
return false;
}
bool requirements_met = true;
if (CheckMembersForConflicts(member_names))
{
requirements_met = false;
}
// live only checks player count requirement after other expensive checks pass (?)
// maybe it's done intentionally as a way to preview lockout conflicts
if (requirements_met)
{
requirements_met = IsPlayerCountValidated();
}
return requirements_met;
}
bool ExpeditionRequest::SaveLeaderLockouts(const std::vector<DzLockout>& lockouts)
{
bool has_replay_lockout = false;
for (const auto& lockout : lockouts)
{
if (!lockout.IsExpired())
{
// db prevents duplicate event names
m_lockouts.push_back(lockout);
if (lockout.IsReplay())
{
has_replay_lockout = true;
}
}
}
return has_replay_lockout;
}
bool ExpeditionRequest::CheckMembersForConflicts(const std::vector<std::string>& member_names)
{
// order of member_names is preserved by queries for use with max member truncation
auto entries = DynamicZonesRepository::GetCharactersWithDz(database, member_names, static_cast<int>(DynamicZoneType::Expedition));
if (entries.empty())
{
LogExpeditions("Failed to load members for expedition request");
return true;
}
bool is_solo = (member_names.size() == 1);
bool has_conflicts = false;
std::vector<uint32_t> char_ids;
for (const auto& character : entries)
{
if (is_solo && character.dz_id != 0)
{
// live doesn't bother checking replay lockout here
SendLeaderMemberInExpedition(character.name, is_solo);
return true;
}
m_members.emplace_back(character.id, character.name, DynamicZoneMemberStatus::Online);
char_ids.push_back(character.id);
}
auto lockouts = CharacterExpeditionLockoutsRepository::GetLockouts(database, char_ids, m_dz->GetName());
// on live if leader has a replay lockout it never checks for event conflicts
bool leader_replay = false;
auto it = lockouts.find(m_leader_id);
if (it != lockouts.end())
{
leader_replay = SaveLeaderLockouts(it->second);
}
for (const auto& character : entries)
{
if (character.dz_id != 0)
{
has_conflicts = true;
SendLeaderMemberInExpedition(character.name, is_solo);
}
auto it = lockouts.find(character.id);
if (it != lockouts.end())
{
for (const auto& lockout : it->second)
{
if (!lockout.IsExpired())
{
auto is_event = [&](const auto& l) { return l.IsEvent(lockout.Event()); };
// replay timers were sorted by query so they show up before event conflicts
if (lockout.IsReplay())
{
has_conflicts = true;
SendLeaderMemberReplayLockout(character.name, lockout, is_solo);
}
else if (!leader_replay && character.id != m_leader_id && std::ranges::none_of(m_lockouts, is_event))
{
// leader doesn't have this lockout
has_conflicts = true;
SendLeaderMemberEventLockout(character.name, lockout);
}
}
}
}
}
return has_conflicts;
}
void ExpeditionRequest::SendLeaderMessage(uint16_t chat_type, uint32_t string_id, std::initializer_list<std::string> args)
{
if (!m_silent)
{
Client::SendCrossZoneMessageString(m_leader, m_leader_name, chat_type, string_id, args);
}
}
void ExpeditionRequest::SendLeaderMemberInExpedition(const std::string& name, bool is_solo)
{
if (m_silent)
{
return;
}
if (is_solo)
{
SendLeaderMessage(Chat::Red, DZ_YOU_BELONG);
}
else if (m_requester)
{
// message string 9265 (not in emu clients)
Client::SendCrossZoneMessage(m_leader, m_leader_name, Chat::Red, fmt::format(
"{} attempted to create an expedition but {} already belongs to one.", m_requester->GetName(), name));
}
}
void ExpeditionRequest::SendLeaderMemberReplayLockout(const std::string& name, const DzLockout& lockout, bool is_solo)
{
if (m_silent)
{
return;
}
auto time = lockout.GetTimeRemainingStrs();
if (is_solo)
{
SendLeaderMessage(Chat::Red, DZ_REPLAY_YOU, { time.days, time.hours, time.mins });
}
else
{
SendLeaderMessage(Chat::Red, DZ_REPLAY_OTHER, { name, time.days, time.hours, time.mins });
}
}
void ExpeditionRequest::SendLeaderMemberEventLockout(const std::string& name, const DzLockout& lockout)
{
if (m_silent)
{
return;
}
auto time = lockout.GetTimeRemainingStrs();
SendLeaderMessage(Chat::Red, DZ_EVENT_TIMER, { name, lockout.Event(), time.days, time.hours, time.mins });
}
bool ExpeditionRequest::IsPlayerCountValidated()
{
// note: offline group members count towards requirement but not added to expedition
bool requirements_met = true;
auto bypass_status = RuleI(Expedition, MinStatusToBypassPlayerCountRequirements);
auto gm_bypass = (m_requester && m_requester->GetGM() && m_requester->Admin() >= bypass_status);
if (!gm_bypass && m_members.size() < m_dz->GetMinPlayers())
{
requirements_met = false;
SendLeaderMessage(Chat::System, DZ_PLAYER_COUNT, {
fmt::format_int(m_members.size()).str(),
fmt::format_int(m_dz->GetMinPlayers()).str(),
fmt::format_int(m_dz->GetMaxPlayers()).str()
});
}
if (gm_bypass) {
m_requester->Message(Chat::White, "Your GM Status allows you to bypass expedition minimum and maximum player restrictions.");
}
return requirements_met;
}