mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-09 20:24:16 +00:00
Public release of the DLU server code!
Have fun!
This commit is contained in:
198
dGame/dComponents/MissionComponent.h
Normal file
198
dGame/dComponents/MissionComponent.h
Normal file
@@ -0,0 +1,198 @@
|
||||
/*
|
||||
* 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
|
Reference in New Issue
Block a user