DarkflameServer/dGame/dComponents/MissionComponent.h

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/*
* Darkflame Universe
* Copyright 2019
*/
#ifndef MISSIONCOMPONENT_H
#define MISSIONCOMPONENT_H
#include <unordered_map>
#include <vector>
#include "dCommonVars.h"
#include "RakNetTypes.h"
#include "Entity.h"
#include "Mission.h"
#include "tinyxml2.h"
#include "CDClientManager.h"
#include "CDMissionsTable.h"
#include "Component.h"
/**
* The mission inventory of an entity. Tracks mission state for each mission that can be accepted and allows for
* progression of each of the mission task types (see MissionTaskType).
*/
class MissionComponent : public Component
{
public:
static const uint32_t ComponentType = COMPONENT_TYPE_MISSION;
explicit MissionComponent(Entity* parent);
~MissionComponent() override;
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags);
void LoadFromXml(tinyxml2::XMLDocument* doc);
void UpdateXml(tinyxml2::XMLDocument* doc);
/**
* Returns all the missions for this entity, mapped by mission ID
* @return the missions for this entity, mapped by mission ID
*/
const std::unordered_map<uint32_t, Mission*>& GetMissions() const;
/**
* Returns the mission for the given mission ID, if it exists
* @param missionId the id of the mission to get
* @return the mission for the given mission ID
*/
Mission* GetMission(uint32_t missionId) const;
/**
* Returns the current state of the entities progression for the mission of the specified ID
* @param missionId the ID of the mission to get the mission state for
* @return the mission state of the mission specified by the ID
*/
MissionState GetMissionState(uint32_t missionId) const;
/**
* Checks if the entity has all the requirements for accepting the mission specified by the ID.
* @param missionId the mission ID to check for if the character may accept it
* @return whether this entity can accept the mission represented by the given mission ID
*/
bool CanAccept(uint32_t missionId) const;
/**
* Accepts the mission specified by the ID, if the entity may accept it. Also stores it in the mission inventory.
* @param missionId the ID of the mission to accept
* @param skipChecks skips the checks for the mission prerequisites
*/
void AcceptMission(uint32_t missionId, bool skipChecks = false);
/**
* Completes the mission specified by the given ID, if the entity has fulfilled all progress requirements.
* @param missionId the ID of the mission to complete
* @param skipChecks skips the checks for having completed all of the mission tasks
* @param yieldRewards whether to yield mission rewards, currently unused
*/
void CompleteMission(uint32_t missionId, bool skipChecks = false, bool yieldRewards = true);
/**
* Removes the mission from the entities' mission chain. Not used for normal gameplay but useful for debugging.
* @param missionId the ID of the mission to remove
*/
void RemoveMission(uint32_t missionId);
/**
* Attempts to progress mission tasks for a given type using parameters to progress. Note that this function is
* very abstract and different mission tasks require different combinations of parameters. This also progresses
* achievements, which are basically just missions with the isMission flag set to false.
* @param type the type of the mission task to try and progress with
* @param value the value to progress with, could be a LOT for item collection for example
* @param associate an associated entity for the progression, might be an activity host for example
* @param targets optionally multiple target values that could exist for the mission that we wish to progress
* @param count the number to progress by, for example the number of items
* @param ignoreAchievements do not progress achievements
*/
void Progress(MissionTaskType type, int32_t value, LWOOBJID associate = 0, const std::string& targets = "", int32_t count = 1, bool ignoreAchievements = false);
/**
* Forces progression for a mission and task, ignoring checks
* @param missionId the mission ID to try and progress
* @param taskId the task ID of the task belonging to the mission trying to progress
* @param value the value to progress with
* @param acceptMission accept the mission if it was not already accepted
*/
void ForceProgress(uint32_t missionId, uint32_t taskId, int32_t value, bool acceptMission = true);
/**
* Forces progress for all tasks of a certain type that belong to the same mission
* @param missionId the mission to progress
* @param taskType the task tyoe to progress
* @param value the value to progress with
* @param acceptMission accept the mission if it wasn't already
*/
void ForceProgressTaskType(uint32_t missionId, uint32_t taskType, int32_t value, bool acceptMission = true);
/**
* Force progresses by checking the value and progressing by 1
* @param missionId the mission to progress
* @param taskType the task to progress for
* @param value the value to check the mission values before progressing
* @param acceptMission accept the mission if it wasn't already
*/
void ForceProgressValue(uint32_t missionId, uint32_t taskType, int32_t value, bool acceptMission = true);
/**
* Returns client database mission information for a mission
* @param missionId the ID of the mission to get the info for
* @param result the result to store the information in
* @return true if the information was succesfully retrieved, false otherwise
*/
bool GetMissionInfo(uint32_t missionId, CDMissions& result);
/**
* Checks if there's any achievements we might be able to accept for the given parameters
* @param type the task type for tasks in the achievement that we wish to progress
* @param value the value to progress by
* @param progress if we can accept the mission, this will apply the progression
* @param associate optional associate related to mission progression
* @param targets optional multiple targets related to mission progression
* @param count the number of values to progress by (differs by task type)
* @return true if a achievement was accepted, false otherwise
*/
bool LookForAchievements(MissionTaskType type, int32_t value, bool progress = true, LWOOBJID associate = LWOOBJID_EMPTY, const std::string& targets = "", int32_t count = 1);
/**
* Checks if there's a mission active that requires the collection of the specified LOT
* @param lot the LOT to check for
* @return if there's a mission active that requires the collection of the specified LOT
*/
bool RequiresItem(LOT lot);
/**
* Collects a collectable for the entity, unrendering it for the entity
* @param collectibleID the ID of the collectable to add
*/
void AddCollectible(int32_t collectibleID);
/**
* Checks if the entity already has a collectible of the specified ID
* @param collectibleID the ID of the collectible to check
* @return if the entity already has a collectible of the specified ID
*/
bool HasCollectible(int32_t collectibleID);
/**
* Checks if the entity has a certain mission in its inventory
* @param missionId the ID of the mission to check
* @return if the entity has a certain mission in its inventory
*/
bool HasMission(uint32_t missionId);
private:
/**
* All the missions owned by this entity, mapped by mission ID
*/
std::unordered_map<uint32_t, Mission*> m_Missions;
/**
* All the collectibles currently collected by the entity
*/
std::vector<int32_t> m_Collectibles;
/**
* For the given parameters, finds the mission IDs of the achievements that may be unlcoked
* @param type the mission task type to try and progress
* @param value the value to try and progress with
* @param targets optional targets to progress with
* @return list of mission IDs (achievements) that can be progressed for the given parameters
*/
static const std::vector<uint32_t>& QueryAchievements(MissionTaskType type, int32_t value, const std::string targets);
/**
* As achievements can be hard to query, we here store a list of all the mission IDs that can be unlocked for a
* combination of tasks and values, so that they can be easily re-queried later
*/
static std::unordered_map<size_t, std::vector<uint32_t>> m_AchievementCache;
};
#endif // MISSIONCOMPONENT_H