#pragma once // Custom Classes #include "CDTable.h" #include #include struct CDMissions { int32_t id; //!< The Mission ID 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 int64_t reward_currency; //!< The amount of currency to reward the player int32_t LegoScore; //!< The amount of LEGO Score to reward the player 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; //!< ??? 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 bool isMission; //!< Maybe to differentiate between missions and achievements? int32_t missionIconID; //!< The mission icon ID 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; //!< ??? 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> { public: void LoadValuesFromDatabase(); // Queries the table with a custom "where" clause std::vector Query(std::function predicate); const CDMissions* GetPtrByMissionID(uint32_t missionID) const; const CDMissions& GetByMissionID(uint32_t missionID, bool& found) const; const std::set GetMissionsForReward(LOT lot); static CDMissions Default; };