from fastapi import APIRouter, Depends, HTTPException, Body from typing import Dict, List, Any, Optional import time import json import logging from ..core.security import get_current_user from .. import database as db from .. import game_logic from ..items import ItemsManager router = APIRouter( prefix="/api/quests", tags=["quests"], responses={404: {"description": "Not found"}}, ) logger = logging.getLogger(__name__) # Dependencies QUESTS_DATA = {} NPCS_DATA = {} def init_router_dependencies(items_manager: ItemsManager, quests_data=None, npcs_data=None): global ITEMS_MANAGER, QUESTS_DATA, NPCS_DATA ITEMS_MANAGER = items_manager if quests_data: QUESTS_DATA = quests_data if npcs_data: NPCS_DATA = npcs_data @router.get("/active") async def get_active_quests(current_user: dict = Depends(get_current_user)): """Get all active quests for the character""" character_id = current_user['id'] quests = await db.get_character_quests(character_id) # Filter for active or completed but not yet turned in? # Usually "active" means in progress. # We want to return detailed info merged with static data result = [] for q in quests: # If it's a repeatable quest that is on cooldown, maybe don't show it as active? # But we want to show history? # Let's filter by status="active" or "completed" (ready to turn in?) # Wait, if status is "completed", it means it's done. # For repeatable quests, "completed" means it's in cooldown. quest_def = QUESTS_DATA.get(q['quest_id']) if not quest_def: continue # Enrich with static data q_data = dict(q) q_data['start_at'] = q['started_at'] # Consistency q_data.update(quest_def) # Calculate cooldown status for repeatable quests if quest_def.get('repeatable') and q['cooldown_expires_at']: if time.time() < q['cooldown_expires_at']: q_data['on_cooldown'] = True q_data['cooldown_remaining'] = int(q['cooldown_expires_at'] - time.time()) else: q_data['on_cooldown'] = False result.append(q_data) return result @router.get("/available") async def get_available_quests(current_user: dict = Depends(get_current_user)): """Get quests available to be started at current location""" character_id = current_user['id'] location_id = current_user['location_id'] # 1. Identify NPCs at this location local_npcs = [ npc_id for npc_id, npc in NPCS_DATA.items() if npc.get('location_id') == location_id ] if not local_npcs: return [] # 2. Get quests offered by these NPCs potential_quests = [] for q_id, q_def in QUESTS_DATA.items(): if q_def.get('giver_id') in local_npcs: potential_quests.append(q_def) # 3. Filter out active/completed non-repeatable quests # We need to check DB state available = [] # Bulk fetch might be better but loop is fine for now for q_def in potential_quests: q_id = q_def['quest_id'] existing = await db.get_character_quest(character_id, q_id) if not existing: # Never started -> Available available.append(q_def) else: # Exists if existing['status'] == 'active': continue # Already active if existing['status'] == 'completed': if q_def.get('repeatable'): # Check cooldown expires = existing.get('cooldown_expires_at') if not expires or time.time() >= expires: available.append(q_def) else: continue # Completed and not repeatable if existing['status'] == 'failed': available.append(q_def) # Can retry? return available @router.post("/accept/{quest_id}") async def accept_quest(quest_id: str, current_user: dict = Depends(get_current_user)): """Accept a quest""" character_id = current_user['id'] quest_def = QUESTS_DATA.get(quest_id) if not quest_def: raise HTTPException(status_code=404, detail="Quest not found") # Check if repeatable & cooldown existing = await db.get_character_quest(character_id, quest_id) if existing: if not quest_def.get('repeatable'): raise HTTPException(status_code=400, detail="Quest already completed or active") # Check cooldown if existing.get('cooldown_expires_at') and time.time() < existing['cooldown_expires_at']: remaining = int(existing['cooldown_expires_at'] - time.time()) raise HTTPException(status_code=400, detail=f"Quest on cooldown for {remaining}s") if existing['status'] == 'active': raise HTTPException(status_code=400, detail="Quest already active") # Accept quest await db.accept_quest(character_id, quest_id) # Return updated quest data for frontend updated_q_data = dict(quest_def) updated_q_data['status'] = 'active' updated_q_data['start_at'] = int(time.time()) updated_q_data['progress'] = {} # New quest return {"success": True, "message": "Quest accepted", "quest": updated_q_data} @router.post("/hand_in/{quest_id}") async def hand_in_quest(quest_id: str, current_user: dict = Depends(get_current_user)): """ Hand in items or check completion for a quest. Automatically deducts items from inventory for delivery objectives. """ character_id = current_user['id'] quest_def = QUESTS_DATA.get(quest_id) if not quest_def: raise HTTPException(status_code=404, detail="Quest not found") quest_record = await db.get_character_quest(character_id, quest_id) if not quest_record or quest_record['status'] != 'active': raise HTTPException(status_code=400, detail="Quest not active") current_progress = quest_record.get('progress') or {} objectives = quest_def.get('objectives', []) updated_progress = current_progress.copy() items_deducted = [] all_completed = True # Iterate objectives for obj in objectives: obj_type = obj['type'] target = obj['target'] required_count = obj['count'] current_count = current_progress.get(target, 0) if current_count >= required_count: continue # Already done if obj_type == 'item_delivery': # Check inventory inventory = await db.get_inventory(character_id) inv_item = next((i for i in inventory if i['item_id'] == target), None) if inv_item: available = inv_item['quantity'] needed = required_count - current_count to_take = min(available, needed) if to_take > 0: # Remove from inventory await db.remove_item_from_inventory(character_id, target, to_take) # Update progress new_count = current_count + to_take updated_progress[target] = new_count items_deducted.append(f"{target} x{to_take}") # Global Quest Logic if quest_def.get('type') == 'global': # Update global counters global_quest = await db.get_global_quest(quest_id) global_prog = global_quest['global_progress'] if global_quest else {} global_current = global_prog.get(target, 0) global_prog[target] = global_current + to_take await db.update_global_quest(quest_id, global_prog) if new_count < required_count: all_completed = False else: all_completed = False else: all_completed = False elif obj_type == 'kill_count': # Check if kill count is met (updated via other events usually) if current_count < required_count: all_completed = False # Save progress status = "active" if all_completed: status = "completed" await db.update_quest_progress(character_id, quest_id, updated_progress, status) # If completed, giving rewards rewards_msg = [] if all_completed: rewards = quest_def.get('rewards', {}) # XP if 'xp' in rewards: xp_gained = rewards['xp'] # We use current_user['xp'] but optimally we should fetch fresh player data if we want to be safe # For simplicity and performance, assuming current_user is fresh enough (it's from dependency) new_xp = current_user['xp'] + xp_gained await db.update_player(character_id, xp=new_xp) rewards_msg.append(f"{xp_gained} XP") # Check for level up try: level_up_result = await game_logic.check_and_apply_level_up(character_id) if level_up_result and level_up_result.get('leveled_up'): new_level = level_up_result['new_level'] stats_gained = level_up_result['levels_gained'] rewards_msg.append(f"Level Up! (Lvl {new_level}) +{stats_gained} Stat Points") except Exception as e: logger.error(f"Failed to check level up in quest hand-in: {e}") # Items if 'items' in rewards: for item_id, qty in rewards['items'].items(): await db.add_item_to_inventory(character_id, item_id, qty) rewards_msg.append(f"{item_id} x{qty}") # Should assume name resolution on frontend or here # Set cooldown if repeatable if quest_def.get('repeatable'): cooldown_hours = quest_def.get('cooldown_hours', 24) expires = time.time() + (cooldown_hours * 3600) await db.set_quest_cooldown(character_id, quest_id, expires) response = { "success": True, "progress": updated_progress, "is_completed": all_completed, "items_deducted": items_deducted, "message": "Progress updated", "quest_update": { **quest_def, "quest_id": quest_id, "status": status, "progress": updated_progress, "on_cooldown": all_completed and quest_def.get('repeatable'), # other fields as needed } } if all_completed: response["message"] = "Quest Completed!" response["rewards"] = rewards_msg response["completion_text"] = quest_def.get("completion_text", {}) return response # Also exposing global quest state @router.get("/global/{quest_id}") async def get_global_quest_progress(quest_id: str): quest = await db.get_global_quest(quest_id) if not quest: return {"progress": {}} return quest