DarkflameServer/dDatabase/CDClientDatabase/CDClientTables/CDMissionsTable.h

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#pragma once
// Custom Classes
#include "CDTable.h"
#include <map>
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#include <cstdint>
struct CDMissions {
int32_t id; //!< The Mission ID
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std::string defined_type; //!< The type of mission
std::string defined_subtype; //!< The subtype of the mission
int32_t UISortOrder; //!< The UI Sort Order for the mission
int32_t offer_objectID; //!< The LOT of the mission giver
int32_t target_objectID; //!< The LOT of the mission's target
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int64_t reward_currency; //!< The amount of currency to reward the player
int32_t LegoScore; //!< The amount of LEGO Score to reward the player
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int64_t reward_reputation; //!< The reputation to award the player
bool isChoiceReward; //!< Whether or not the user has the option to choose their loot
int32_t reward_item1; //!< The first rewarded item
int32_t reward_item1_count; //!< The count of the first item to be rewarded
int32_t reward_item2; //!< The second rewarded item
int32_t reward_item2_count; //!< The count of the second item to be rewarded
int32_t reward_item3; //!< The third rewarded item
int32_t reward_item3_count; //!< The count of the third item to be rewarded
int32_t reward_item4; //!< The fourth rewarded item
int32_t reward_item4_count; //!< The count of the fourth item to be rewarded
int32_t reward_emote; //!< The first emote to be rewarded
int32_t reward_emote2; //!< The second emote to be rewarded
int32_t reward_emote3; //!< The third emote to be rewarded
int32_t reward_emote4; //!< The fourth emote to be rewarded
int32_t reward_maximagination; //!< The amount of max imagination to reward
int32_t reward_maxhealth; //!< The amount of max health to reward
int32_t reward_maxinventory; //!< The amount of max inventory to reward
int32_t reward_maxmodel; //!< ???
int32_t reward_maxwidget; //!< ???
int32_t reward_maxwallet; //!< ???
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bool repeatable; //!< Whether or not this mission can be repeated (for instance, is it a daily mission)
int64_t reward_currency_repeatable; //!< The repeatable reward
int32_t reward_item1_repeatable; //!< The first rewarded item
int32_t reward_item1_repeat_count; //!< The count of the first item to be rewarded
int32_t reward_item2_repeatable; //!< The second rewarded item
int32_t reward_item2_repeat_count; //!< The count of the second item to be rewarded
int32_t reward_item3_repeatable; //!< The third rewarded item
int32_t reward_item3_repeat_count; //!< The count of the third item to be rewarded
int32_t reward_item4_repeatable; //!< The fourth rewarded item
int32_t reward_item4_repeat_count; //!< The count of the fourth item to be rewarded
int32_t time_limit; //!< The time limit of the mission
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bool isMission; //!< Maybe to differentiate between missions and achievements?
int32_t missionIconID; //!< The mission icon ID
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std::string prereqMissionID; //!< A '|' seperated list of prerequisite missions
bool localize; //!< Whether or not to localize the mission
bool inMOTD; //!< In Match of the Day(?)
int64_t cooldownTime; //!< The mission cooldown time
bool isRandom; //!< ???
std::string randomPool; //!< ???
int32_t UIPrereqID; //!< ???
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UNUSED(std::string gate_version); //!< The gate version
UNUSED(std::string HUDStates); //!< ???
UNUSED(int32_t locStatus); //!< ???
int32_t reward_bankinventory; //!< The amount of bank space this mission rewards
};
class CDMissionsTable : public CDTable<CDMissionsTable, std::vector<CDMissions>> {
public:
void LoadValuesFromDatabase();
// Queries the table with a custom "where" clause
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std::vector<CDMissions> Query(std::function<bool(CDMissions)> predicate);
const CDMissions* GetPtrByMissionID(uint32_t missionID) const;
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const CDMissions& GetByMissionID(uint32_t missionID, bool& found) const;
const std::set<int32_t> GetMissionsForReward(LOT lot);
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static CDMissions Default;
};