Files
echoes-of-the-ash/api/routers/quests.py
2026-02-08 20:18:42 +01:00

303 lines
11 KiB
Python

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