DarkflameServer/dGame/dComponents/MissionOfferComponent.h

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/*
* Darkflame Universe
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* Copyright 2023
*/
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#ifndef __MISSIONOFFERCOMPONENT_H__
#define __MISSIONOFFERCOMPONENT_H__
#pragma once
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#include <memory>
#include <vector>
#include <stdint.h>
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#include "dCommonVars.h"
#include "Component.h"
#include "eReplicaComponentType.h"
class Entity;
/**
* Light wrapper around missions that may be offered by an entity
*/
struct OfferedMission {
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OfferedMission(const uint32_t missionId, const bool offersMission, const bool acceptsMission) {
this->missionId = missionId;
this->offersMission = offersMission;
this->acceptsMission = acceptsMission;
};
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/**
* Returns the ID of the mission
* @return the ID of the mission
*/
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uint32_t GetMissionId() const { return missionId; };
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/**
* Returns if this mission is offered by the entity
* @return true if this mission is offered by the entity, false otherwise
*/
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bool GetOfferMission() const { return offersMission; };
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/**
* Returns if this mission may be accepted by the entity (currently unused)
* @return true if this mission may be accepted by the entity, false otherwise
*/
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bool GetAcceptMission() const { return acceptsMission; };
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private:
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/**
* The ID of the mission
*/
uint32_t missionId;
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/**
* Determines if the mission is offered by the entity
*/
bool offersMission;
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/**
* Determines if the mission can be accepted by the entity
*/
bool acceptsMission;
};
/**
* Allows entities to offer missions to other entities, depending on their mission inventory progression.
*/
class MissionOfferComponent : public Component {
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::MISSION_OFFER;
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MissionOfferComponent(Entity* parent, const int32_t componentId = -1);
void LoadTemplateData() override;
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/**
* Handles the OnUse event triggered by some entity, determines which missions to show based on what they may
* hand in now and what they may start based on their mission history.
* @param originator the entity that triggered the event
*/
void OnUse(Entity* originator) override;
/**
* Offers all the missions an entity can accept to said entity
* @param entity the entity to offer missions to
* @param specifiedMissionId optional mission ID if you wish to offer a specific mission
*/
void OfferMissions(Entity* entity, uint32_t specifiedMissionId = 0);
private:
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/**
* The missions this entity has to offer
*/
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std::vector<std::unique_ptr<OfferedMission>> offeredMissions;
int32_t m_ComponentId;
};
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#endif // __MISSIONOFFERCOMPONENT_H__