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forked from liza/Questionable
Questionable/Questionable/Controller/QuestController.cs

822 lines
27 KiB
C#

using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Dalamud.Game.ClientState.Conditions;
using Dalamud.Game.ClientState.Keys;
using Dalamud.Game.Gui.Toast;
using Dalamud.Game.Text.SeStringHandling;
using Dalamud.Plugin.Services;
using FFXIVClientStructs.FFXIV.Client.Game;
using LLib.GameData;
using Microsoft.Extensions.Logging;
using Questionable.Controller.Steps;
using Questionable.Controller.Steps.Interactions;
using Questionable.Controller.Steps.Shared;
using Questionable.Data;
using Questionable.External;
using Questionable.Functions;
using Questionable.Model;
using Questionable.Model.Questing;
namespace Questionable.Controller;
internal sealed class QuestController : MiniTaskController<QuestController>, IDisposable
{
private readonly IClientState _clientState;
private readonly GameFunctions _gameFunctions;
private readonly QuestFunctions _questFunctions;
private readonly MovementController _movementController;
private readonly CombatController _combatController;
private readonly GatheringController _gatheringController;
private readonly QuestRegistry _questRegistry;
private readonly IKeyState _keyState;
private readonly ICondition _condition;
private readonly IToastGui _toastGui;
private readonly Configuration _configuration;
private readonly YesAlreadyIpc _yesAlreadyIpc;
private readonly TaskCreator _taskCreator;
private readonly object _progressLock = new();
private QuestProgress? _startedQuest;
private QuestProgress? _nextQuest;
private QuestProgress? _simulatedQuest;
private QuestProgress? _gatheringQuest;
private QuestProgress? _pendingQuest;
private EAutomationType _automationType;
/// <summary>
/// Some combat encounters finish relatively early (i.e. they're done as part of progressing the quest, but not
/// technically necessary to progress the quest if we'd just run away and back). We add some slight delay, as
/// talking to NPCs, teleporting etc. won't successfully execute.
/// </summary>
private DateTime _safeAnimationEnd = DateTime.MinValue;
/// <summary>
///
/// </summary>
private DateTime _lastTaskUpdate = DateTime.Now;
public QuestController(
IClientState clientState,
GameFunctions gameFunctions,
QuestFunctions questFunctions,
MovementController movementController,
CombatController combatController,
GatheringController gatheringController,
ILogger<QuestController> logger,
QuestRegistry questRegistry,
IKeyState keyState,
IChatGui chatGui,
ICondition condition,
IToastGui toastGui,
Configuration configuration,
YesAlreadyIpc yesAlreadyIpc,
TaskCreator taskCreator)
: base(chatGui, logger)
{
_clientState = clientState;
_gameFunctions = gameFunctions;
_questFunctions = questFunctions;
_movementController = movementController;
_combatController = combatController;
_gatheringController = gatheringController;
_questRegistry = questRegistry;
_keyState = keyState;
_condition = condition;
_toastGui = toastGui;
_configuration = configuration;
_yesAlreadyIpc = yesAlreadyIpc;
_taskCreator = taskCreator;
_condition.ConditionChange += OnConditionChange;
_toastGui.Toast += OnNormalToast;
_toastGui.ErrorToast += OnErrorToast;
}
public EAutomationType AutomationType
{
get => _automationType;
set
{
if (value == _automationType)
return;
_logger.LogInformation("Setting automation type to {NewAutomationType} (previous: {OldAutomationType})",
value, _automationType);
_automationType = value;
}
}
public (QuestProgress Progress, ECurrentQuestType Type)? CurrentQuestDetails
{
get
{
if (_simulatedQuest != null)
return (_simulatedQuest, ECurrentQuestType.Simulated);
else if (_nextQuest != null && _questFunctions.IsReadyToAcceptQuest(_nextQuest.Quest.Id))
return (_nextQuest, ECurrentQuestType.Next);
else if (_gatheringQuest != null)
return (_gatheringQuest, ECurrentQuestType.Gathering);
else if (_startedQuest != null)
return (_startedQuest, ECurrentQuestType.Normal);
else
return null;
}
}
public QuestProgress? CurrentQuest => CurrentQuestDetails?.Progress;
public QuestProgress? StartedQuest => _startedQuest;
public QuestProgress? SimulatedQuest => _simulatedQuest;
public QuestProgress? NextQuest => _nextQuest;
public QuestProgress? GatheringQuest => _gatheringQuest;
/// <summary>
/// Used when accepting leves, as there's a small delay
/// </summary>
public QuestProgress? PendingQuest => _pendingQuest;
public List<Quest> ManualPriorityQuests { get; } = [];
public string? DebugState { get; private set; }
public void Reload()
{
lock (_progressLock)
{
_logger.LogInformation("Reload, resetting curent quest progress");
_startedQuest = null;
_nextQuest = null;
_gatheringQuest = null;
_pendingQuest = null;
_simulatedQuest = null;
_safeAnimationEnd = DateTime.MinValue;
DebugState = null;
_questRegistry.Reload();
}
}
public void Update()
{
unsafe
{
ActionManager* actionManager = ActionManager.Instance();
if (actionManager != null)
{
float animationLock = Math.Max(actionManager->AnimationLock,
actionManager->CastTimeElapsed > 0
? actionManager->CastTimeTotal - actionManager->CastTimeElapsed
: 0);
if (animationLock > 0)
_safeAnimationEnd = DateTime.Now.AddSeconds(1 + animationLock);
}
}
UpdateCurrentQuest();
if (!_clientState.IsLoggedIn || _condition[ConditionFlag.Unconscious])
{
if (_currentTask != null || _taskQueue.Count > 0)
{
Stop("HP = 0");
_movementController.Stop();
_combatController.Stop("HP = 0");
_gatheringController.Stop("HP = 0");
}
}
else if (_configuration.General.UseEscToCancelQuesting && _keyState[VirtualKey.ESCAPE])
{
if (_currentTask != null || _taskQueue.Count > 0)
{
Stop("ESC pressed");
_movementController.Stop();
_combatController.Stop("ESC pressed");
_gatheringController.Stop("ESC pressed");
}
}
if (CurrentQuest != null && CurrentQuest.Quest.Root.TerritoryBlacklist.Contains(_clientState.TerritoryType))
return;
if (AutomationType == EAutomationType.Automatic &&
((_currentTask == null && _taskQueue.Count == 0) ||
_currentTask is WaitAtEnd.WaitQuestAccepted)
&& CurrentQuest is { Sequence: 0, Step: 0 } or { Sequence: 0, Step: 255 }
&& DateTime.Now >= CurrentQuest.StepProgress.StartedAt.AddSeconds(15))
{
lock (_progressLock)
{
_logger.LogWarning("Quest accept apparently didn't work out, resetting progress");
CurrentQuest.SetStep(0);
}
ExecuteNextStep();
return;
}
UpdateCurrentTask();
}
private void UpdateCurrentQuest()
{
lock (_progressLock)
{
DebugState = null;
if (_pendingQuest != null)
{
if (!_questFunctions.IsQuestAccepted(_pendingQuest.Quest.Id))
{
DebugState = $"Waiting for Leve {_pendingQuest.Quest.Id}";
return;
}
else
{
_startedQuest = _pendingQuest;
_pendingQuest = null;
CheckNextTasks("Pending quest accepted");
}
}
if (_simulatedQuest == null && _nextQuest != null)
{
// if the quest is accepted, we no longer track it
bool canUseNextQuest;
if (_nextQuest.Quest.Info.IsRepeatable)
canUseNextQuest = !_questFunctions.IsQuestAccepted(_nextQuest.Quest.Id);
else
canUseNextQuest = !_questFunctions.IsQuestAcceptedOrComplete(_nextQuest.Quest.Id);
if (!canUseNextQuest)
{
_logger.LogInformation("Next quest {QuestId} accepted or completed",
_nextQuest.Quest.Id);
// if (_nextQuest.Quest.Id is LeveId)
// _startedQuest = _nextQuest;
_nextQuest = null;
}
}
QuestProgress? questToRun;
byte currentSequence;
if (_simulatedQuest != null)
{
currentSequence = _simulatedQuest.Sequence;
questToRun = _simulatedQuest;
}
else if (_nextQuest != null && _questFunctions.IsReadyToAcceptQuest(_nextQuest.Quest.Id))
{
questToRun = _nextQuest;
currentSequence = _nextQuest.Sequence; // by definition, this should always be 0
if (_nextQuest.Step == 0 &&
_currentTask == null &&
_taskQueue.Count == 0 &&
AutomationType == EAutomationType.Automatic)
ExecuteNextStep();
}
else if (_gatheringQuest != null)
{
questToRun = _gatheringQuest;
currentSequence = _gatheringQuest.Sequence;
if (_gatheringQuest.Step == 0 &&
_currentTask == null &&
_taskQueue.Count == 0 &&
AutomationType == EAutomationType.Automatic)
ExecuteNextStep();
}
else
{
(ElementId? currentQuestId, currentSequence) =
ManualPriorityQuests
.Where(x => _questFunctions.IsReadyToAcceptQuest(x.Id) || _questFunctions.IsQuestAccepted(x.Id))
.Select(x =>
((ElementId?, byte)?)(x.Id, _questFunctions.GetQuestProgressInfo(x.Id)?.Sequence ?? 0))
.FirstOrDefault() ??
_questFunctions.GetCurrentQuest();
if (currentQuestId == null || currentQuestId.Value == 0)
{
if (_startedQuest != null)
{
_logger.LogInformation("No current quest, resetting data");
_startedQuest = null;
Stop("Resetting current quest");
}
questToRun = null;
}
else if (_startedQuest == null || _startedQuest.Quest.Id != currentQuestId)
{
if (_questRegistry.TryGetQuest(currentQuestId, out var quest))
{
_logger.LogInformation("New quest: {QuestName}", quest.Info.Name);
_startedQuest = new QuestProgress(quest, currentSequence);
if (_clientState.LocalPlayer!.Level < quest.Info.Level)
{
_logger.LogInformation(
"Stopping automation, player level ({PlayerLevel}) < quest level ({QuestLevel}",
_clientState.LocalPlayer!.Level, quest.Info.Level);
Stop("Quest level too high");
}
else
CheckNextTasks("Different Quest");
}
else if (_startedQuest != null)
{
_logger.LogInformation("No active quest anymore? Not sure what happened...");
_startedQuest = null;
Stop("No active Quest");
}
return;
}
else
questToRun = _startedQuest;
}
if (questToRun == null)
{
DebugState = "No quest active";
Stop("No quest active");
return;
}
if (_gameFunctions.IsOccupied() && !_gameFunctions.IsOccupiedWithCustomDeliveryNpc(questToRun.Quest))
{
DebugState = "Occupied";
return;
}
if (_movementController.IsPathfinding)
{
DebugState = "Pathfinding is running";
return;
}
if (_movementController.IsPathRunning)
{
DebugState = "Path is running";
return;
}
if (DateTime.Now < _safeAnimationEnd)
{
DebugState = "Waiting for Animation";
return;
}
if (questToRun.Sequence != currentSequence)
{
questToRun.SetSequence(currentSequence);
CheckNextTasks(
$"New sequence {questToRun == _startedQuest}/{_questFunctions.GetCurrentQuestInternal()}");
}
var q = questToRun.Quest;
var sequence = q.FindSequence(questToRun.Sequence);
if (sequence == null)
{
DebugState = $"Sequence {questToRun.Sequence} not found";
Stop("Unknown sequence");
return;
}
if (questToRun.Step == 255)
{
DebugState = "Step completed";
if (_currentTask != null || _taskQueue.Count > 0)
CheckNextTasks("Step complete");
return;
}
if (questToRun.Step >= sequence.Steps.Count)
{
DebugState = "Step not found";
Stop("Unknown step");
return;
}
DebugState = null;
}
}
public (QuestSequence? Sequence, QuestStep? Step) GetNextStep()
{
if (CurrentQuest == null)
return (null, null);
var q = CurrentQuest.Quest;
var seq = q.FindSequence(CurrentQuest.Sequence);
if (seq == null)
return (null, null);
if (CurrentQuest.Step >= seq.Steps.Count)
return (null, null);
return (seq, seq.Steps[CurrentQuest.Step]);
}
public void IncreaseStepCount(ElementId? questId, int? sequence, bool shouldContinue = false)
{
lock (_progressLock)
{
(QuestSequence? seq, QuestStep? step) = GetNextStep();
if (CurrentQuest == null || seq == null || step == null)
{
_logger.LogWarning("Unable to retrieve next quest step, not increasing step count");
return;
}
if (questId != null && CurrentQuest.Quest.Id != questId)
{
_logger.LogWarning(
"Ignoring 'increase step count' for different quest (expected {ExpectedQuestId}, but we are at {CurrentQuestId}",
questId, CurrentQuest.Quest.Id);
return;
}
if (sequence != null && seq.Sequence != sequence.Value)
{
_logger.LogWarning(
"Ignoring 'increase step count' for different sequence (expected {ExpectedSequence}, but we are at {CurrentSequence}",
sequence, seq.Sequence);
}
_logger.LogInformation("Increasing step count from {CurrentValue}", CurrentQuest.Step);
if (CurrentQuest.Step + 1 < seq.Steps.Count)
CurrentQuest.SetStep(CurrentQuest.Step + 1);
else
CurrentQuest.SetStep(255);
}
using var scope = _logger.BeginScope("IncStepCt");
if (shouldContinue && AutomationType != EAutomationType.Manual)
ExecuteNextStep();
}
private void ClearTasksInternal()
{
//_logger.LogDebug("Clearing task (internally)");
_currentTask = null;
if (_taskQueue.Count > 0)
_taskQueue.Clear();
_yesAlreadyIpc.RestoreYesAlready();
_combatController.Stop("ClearTasksInternal");
_gatheringController.Stop("ClearTasksInternal");
}
public override void Stop(string label)
{
using var scope = _logger.BeginScope($"Stop/{label}");
if (IsRunning || AutomationType != EAutomationType.Manual)
{
ClearTasksInternal();
_logger.LogInformation("Stopping automatic questing");
AutomationType = EAutomationType.Manual;
_nextQuest = null;
_gatheringQuest = null;
_lastTaskUpdate = DateTime.Now;
}
}
private void CheckNextTasks(string label)
{
if (AutomationType == EAutomationType.Automatic)
{
using var scope = _logger.BeginScope(label);
ClearTasksInternal();
if (CurrentQuest?.Step is >= 0 and < 255)
ExecuteNextStep();
else
_logger.LogInformation("Couldn't execute next step during Stop() call");
_lastTaskUpdate = DateTime.Now;
}
else
Stop(label);
}
public void SimulateQuest(Quest? quest)
{
_logger.LogInformation("SimulateQuest: {QuestId}", quest?.Id);
if (quest != null)
_simulatedQuest = new QuestProgress(quest);
else
_simulatedQuest = null;
}
public void SetNextQuest(Quest? quest)
{
_logger.LogInformation("NextQuest: {QuestId}", quest?.Id);
if (quest != null)
_nextQuest = new QuestProgress(quest);
else
_nextQuest = null;
}
public void SetGatheringQuest(Quest? quest)
{
_logger.LogInformation("GatheringQuest: {QuestId}", quest?.Id);
if (quest != null)
_gatheringQuest = new QuestProgress(quest);
else
_gatheringQuest = null;
}
public void SetPendingQuest(QuestProgress? quest)
{
_logger.LogInformation("PendingQuest: {QuestId}", quest?.Quest.Id);
_pendingQuest = quest;
}
protected override void UpdateCurrentTask()
{
if (_gameFunctions.IsOccupied() && !_gameFunctions.IsOccupiedWithCustomDeliveryNpc(CurrentQuest?.Quest))
return;
base.UpdateCurrentTask();
}
protected override void OnTaskComplete(ITask task)
{
if (task is WaitAtEnd.WaitQuestCompleted)
_simulatedQuest = null;
}
protected override void OnNextStep(ILastTask task)
{
IncreaseStepCount(task.ElementId, task.Sequence, true);
}
public void Start(string label)
{
using var scope = _logger.BeginScope($"Q/{label}");
AutomationType = EAutomationType.Automatic;
ExecuteNextStep();
}
public void StartSingleQuest(string label)
{
using var scope = _logger.BeginScope($"SQ/{label}");
AutomationType = EAutomationType.CurrentQuestOnly;
ExecuteNextStep();
}
public void StartSingleStep(string label)
{
using var scope = _logger.BeginScope($"SS/{label}");
AutomationType = EAutomationType.Manual;
ExecuteNextStep();
}
private void ExecuteNextStep()
{
ClearTasksInternal();
if (TryPickPriorityQuest())
_logger.LogInformation("Using priority quest over current quest");
(QuestSequence? seq, QuestStep? step) = GetNextStep();
if (CurrentQuest == null || seq == null || step == null)
{
if (CurrentQuestDetails?.Progress.Quest.Id is SatisfactionSupplyNpcId &&
CurrentQuestDetails?.Progress.Sequence == 1 &&
CurrentQuestDetails?.Progress.Step == 255 &&
CurrentQuestDetails?.Type == ECurrentQuestType.Gathering)
{
_logger.LogInformation("Completed delivery quest");
SetGatheringQuest(null);
Stop("Gathering quest complete");
}
else
{
_logger.LogWarning(
"Could not retrieve next quest step, not doing anything [{QuestId}, {Sequence}, {Step}]",
CurrentQuest?.Quest.Id, CurrentQuest?.Sequence, CurrentQuest?.Step);
}
return;
}
_movementController.Stop();
_combatController.Stop("Execute next step");
_gatheringController.Stop("Execute next step");
try
{
foreach (var task in _taskCreator.CreateTasks(CurrentQuest.Quest, seq, step))
_taskQueue.Enqueue(task);
}
catch (Exception e)
{
_logger.LogError(e, "Failed to create tasks");
_chatGui.PrintError("[Questionable] Failed to start next task sequence, please check /xllog for details.");
Stop("Tasks failed to create");
}
}
public string ToStatString()
{
return _currentTask == null ? $"- (+{_taskQueue.Count})" : $"{_currentTask} (+{_taskQueue.Count})";
}
public bool HasCurrentTaskMatching<T>([NotNullWhen(true)] out T? task)
where T : class, ITask
{
if (_currentTask is T t)
{
task = t;
return true;
}
else
{
task = null;
return false;
}
}
public bool IsRunning => _currentTask != null || _taskQueue.Count > 0;
public sealed class QuestProgress
{
public Quest Quest { get; }
public byte Sequence { get; private set; }
public int Step { get; private set; }
public StepProgress StepProgress { get; private set; } = new(DateTime.Now);
public QuestProgress(Quest quest, byte sequence = 0)
{
Quest = quest;
SetSequence(sequence);
}
public void SetSequence(byte sequence)
{
Sequence = sequence;
SetStep(0);
}
public void SetStep(int step)
{
Step = step;
StepProgress = new StepProgress(DateTime.Now);
}
public void IncreasePointMenuCounter()
{
StepProgress = StepProgress with
{
PointMenuCounter = StepProgress.PointMenuCounter + 1,
};
}
}
public void Skip(ElementId elementId, byte currentQuestSequence)
{
lock (_progressLock)
{
if (_currentTask is ISkippableTask)
_currentTask = null;
else if (_currentTask != null)
{
_currentTask = null;
while (_taskQueue.Count > 0)
{
var task = _taskQueue.Dequeue();
if (task is ISkippableTask)
return;
}
if (_taskQueue.Count == 0)
{
Stop("Skip");
IncreaseStepCount(elementId, currentQuestSequence);
}
}
else
{
Stop("SkipNx");
IncreaseStepCount(elementId, currentQuestSequence);
}
}
}
public void SkipSimulatedTask()
{
_currentTask = null;
}
public bool IsInterruptible()
{
var details = CurrentQuestDetails;
if (details == null)
return false;
var (currentQuest, type) = details.Value;
if (type != ECurrentQuestType.Normal || currentQuest.Sequence == 0)
return false;
if (ManualPriorityQuests.Contains(currentQuest.Quest))
return false;
if (currentQuest.Quest.Info.AlliedSociety != EAlliedSociety.None)
return false;
QuestSequence? currentSequence = currentQuest.Quest.FindSequence(currentQuest.Sequence);
if (currentQuest.Step > 0)
return false;
QuestStep? currentStep = currentSequence?.FindStep(currentQuest.Step);
return currentStep?.AetheryteShortcut != null &&
(currentStep.SkipConditions?.AetheryteShortcutIf?.QuestsCompleted.Count ?? 0) == 0 &&
(currentStep.SkipConditions?.AetheryteShortcutIf?.QuestsAccepted.Count ?? 0) == 0;
}
public bool TryPickPriorityQuest()
{
if (!IsInterruptible() || _nextQuest != null || _gatheringQuest != null || _simulatedQuest != null)
return false;
ElementId? priorityQuestId = _questFunctions.GetNextPriorityQuestThatCanBeAccepted();
if (priorityQuestId == null)
return false;
// don't start a second priority quest until the first one is resolved
if (_startedQuest != null && priorityQuestId == _startedQuest.Quest.Id)
return false;
if (_questRegistry.TryGetQuest(priorityQuestId, out var quest))
{
SetNextQuest(quest);
return true;
}
return false;
}
public bool WasLastTaskUpdateWithin(TimeSpan timeSpan)
{
_logger.LogInformation("Last update: {Update}", _lastTaskUpdate);
return IsRunning || DateTime.Now <= _lastTaskUpdate.Add(timeSpan);
}
private void OnConditionChange(ConditionFlag flag, bool value)
{
if (_currentTask is IConditionChangeAware conditionChangeAware)
conditionChangeAware.OnConditionChange(flag, value);
}
private void OnNormalToast(ref SeString message, ref ToastOptions options, ref bool isHandled)
{
_gatheringController.OnNormalToast(message);
}
private void OnErrorToast(ref SeString message, ref bool isHandled)
{
if (_currentTask is IToastAware toastAware)
{
if (toastAware.OnErrorToast(message))
{
isHandled = true;
}
}
}
public void Dispose()
{
_toastGui.ErrorToast -= OnErrorToast;
_toastGui.Toast -= OnNormalToast;
_condition.ConditionChange -= OnConditionChange;
}
public sealed record StepProgress(
DateTime StartedAt,
int PointMenuCounter = 0);
public enum ECurrentQuestType
{
Normal,
Next,
Gathering,
Simulated,
}
public enum EAutomationType
{
Manual,
Automatic,
CurrentQuestOnly,
}
}