Kelsidavis-WoWee/tools/editor/quest_editor.cpp
Kelsi 6b06bd07f9 feat(quest): detect orphan quests + speed up chain validation
validateChains now also flags quests with no questgiver and no
turn-in NPC — those are unreachable in-game and a common authoring
mistake. Also replaced the O(n²) inner lookup with an O(1)
unordered_map of id → nextId so circular detection scales.
2026-05-06 07:33:31 -07:00

200 lines
8.1 KiB
C++

#include "quest_editor.hpp"
#include "core/logger.hpp"
#include <nlohmann/json.hpp>
#include <fstream>
#include <filesystem>
#include <unordered_set>
#include <unordered_map>
namespace wowee {
namespace editor {
void QuestEditor::addQuest(const Quest& q) {
Quest quest = q;
quest.id = nextId_++;
quests_.push_back(quest);
LOG_INFO("Quest added: [", quest.id, "] ", quest.title);
}
void QuestEditor::removeQuest(int index) {
if (index >= 0 && index < static_cast<int>(quests_.size()))
quests_.erase(quests_.begin() + index);
}
Quest* QuestEditor::getQuest(int index) {
if (index < 0 || index >= static_cast<int>(quests_.size())) return nullptr;
return &quests_[index];
}
bool QuestEditor::saveToFile(const std::string& path) const {
auto dir = std::filesystem::path(path).parent_path();
if (!dir.empty()) std::filesystem::create_directories(dir);
nlohmann::json arr = nlohmann::json::array();
for (const auto& q : quests_) {
nlohmann::json jq;
jq["id"] = q.id;
jq["title"] = q.title;
jq["description"] = q.description;
jq["completionText"] = q.completionText;
jq["requiredLevel"] = q.requiredLevel;
jq["questGiverNpcId"] = q.questGiverNpcId;
jq["turnInNpcId"] = q.turnInNpcId;
jq["nextQuestId"] = q.nextQuestId;
jq["reward"] = {{"xp", q.reward.xp}, {"gold", q.reward.gold},
{"silver", q.reward.silver}, {"copper", q.reward.copper}};
nlohmann::json items = nlohmann::json::array();
for (const auto& item : q.reward.itemRewards) items.push_back(item);
jq["reward"]["items"] = items;
nlohmann::json objs = nlohmann::json::array();
for (const auto& obj : q.objectives) {
objs.push_back({{"type", static_cast<int>(obj.type)},
{"desc", obj.description},
{"target", obj.targetName},
{"count", obj.targetCount}});
}
jq["objectives"] = objs;
arr.push_back(jq);
}
std::ofstream f(path);
if (!f) return false;
f << arr.dump(2) << "\n";
LOG_INFO("Quests saved: ", path, " (", quests_.size(), " quests)");
return true;
}
bool QuestEditor::loadFromFile(const std::string& path) {
std::ifstream f(path);
if (!f) return false;
try {
nlohmann::json arr = nlohmann::json::parse(f);
if (!arr.is_array()) return false;
quests_.clear();
uint32_t maxId = 0;
for (const auto& jq : arr) {
Quest q;
q.id = jq.value("id", 0u);
q.title = jq.value("title", "Untitled");
q.description = jq.value("description", "");
q.completionText = jq.value("completionText", "");
// AzerothCore quest_template.LogTitle is varchar(200); the
// Description/QuestCompletionLog are text but practically capped.
// Truncate edited values so SQL writes don't get rejected by
// length constraints or bloat the export.
if (q.title.size() > 200) q.title.resize(200);
if (q.description.size() > 8192) q.description.resize(8192);
if (q.completionText.size() > 8192) q.completionText.resize(8192);
q.requiredLevel = jq.value("requiredLevel", 1u);
// WoW levels 1-80 (WotLK). Cap to keep AzerothCore happy and
// catch obvious typos like "999".
if (q.requiredLevel == 0) q.requiredLevel = 1;
if (q.requiredLevel > 255) q.requiredLevel = 80;
q.questGiverNpcId = jq.value("questGiverNpcId", 0u);
q.turnInNpcId = jq.value("turnInNpcId", 0u);
q.nextQuestId = jq.value("nextQuestId", 0u);
if (jq.contains("reward")) {
const auto& jr = jq["reward"];
q.reward.xp = jr.value("xp", 100u);
q.reward.gold = jr.value("gold", 0u);
q.reward.silver = jr.value("silver", 0u);
q.reward.copper = jr.value("copper", 0u);
// Reward sanity caps. Highest WoW quest XP ~50k; gold realistic
// cap is hundreds. Catches typo entries like "100000000 gold".
if (q.reward.xp > 1'000'000) q.reward.xp = 1'000'000;
if (q.reward.gold > 10000) q.reward.gold = 10000;
if (q.reward.silver > 99) q.reward.silver = 99;
if (q.reward.copper > 99) q.reward.copper = 99;
if (jr.contains("items") && jr["items"].is_array()) {
for (const auto& item : jr["items"]) {
// Cap item reward count to 6 (WoW quest_template
// RewardItemId[1..6] slot capacity).
if (q.reward.itemRewards.size() >= 6) break;
q.reward.itemRewards.push_back(item.get<std::string>());
}
}
}
if (jq.contains("objectives") && jq["objectives"].is_array()) {
for (const auto& jo : jq["objectives"]) {
QuestObjective obj;
int t = jo.value("type", 0);
// Clamp to known QuestObjectiveType range to avoid
// garbage enum values from edited JSON.
if (t < 0 || t > 5) t = 0;
obj.type = static_cast<QuestObjectiveType>(t);
obj.description = jo.value("desc", "");
obj.targetName = jo.value("target", "");
obj.targetCount = jo.value("count", 1u);
if (obj.targetCount == 0) obj.targetCount = 1;
if (obj.targetCount > 1000) obj.targetCount = 1000;
// Cap stored objectives to 10 (matches SQL slot capacity)
// — also bounds the per-quest memory.
if (q.objectives.size() >= 10) break;
q.objectives.push_back(obj);
}
}
if (q.id > maxId) maxId = q.id;
quests_.push_back(q);
}
nextId_ = maxId + 1;
LOG_INFO("Quests loaded: ", path, " (", quests_.size(), " quests)");
return true;
} catch (const std::exception& e) {
LOG_ERROR("Failed to load quests from ", path, ": ", e.what());
return false;
}
}
bool QuestEditor::validateChains(std::vector<std::string>& errors) const {
errors.clear();
std::unordered_set<uint32_t> validIds;
std::unordered_map<uint32_t, uint32_t> nextById; // id -> nextId
for (const auto& q : quests_) {
validIds.insert(q.id);
nextById[q.id] = q.nextQuestId;
}
for (const auto& q : quests_) {
if (q.nextQuestId != 0 && validIds.find(q.nextQuestId) == validIds.end()) {
errors.push_back("Quest [" + std::to_string(q.id) + "] \"" + q.title +
"\" chains to non-existent quest " + std::to_string(q.nextQuestId));
}
// Quest with no questgiver and no turn-in is unreachable in-game.
// Common authoring mistake — flag it so the player isn't stuck
// wondering why a quest never appears.
if (q.questGiverNpcId == 0 && q.turnInNpcId == 0) {
errors.push_back("Quest [" + std::to_string(q.id) + "] \"" + q.title +
"\" has no questgiver or turn-in NPC (unreachable)");
}
// Circular chain detection. Use the precomputed map so the inner
// lookup is O(1) instead of O(n) — was O(n²) per starting quest.
if (q.nextQuestId != 0) {
std::unordered_set<uint32_t> visited;
uint32_t current = q.id;
while (current != 0) {
if (!visited.insert(current).second) {
errors.push_back("Circular quest chain detected starting from quest [" +
std::to_string(q.id) + "] \"" + q.title + "\"");
break;
}
auto it = nextById.find(current);
current = (it != nextById.end()) ? it->second : 0;
}
}
}
return errors.empty();
}
} // namespace editor
} // namespace wowee