/* * Darkflame Universe * Copyright 2023 */ #ifndef __MISSIONOFFERCOMPONENT_H__ #define __MISSIONOFFERCOMPONENT_H__ #pragma once #include #include #include #include "dCommonVars.h" #include "Component.h" #include "eReplicaComponentType.h" class Entity; /** * Light wrapper around missions that may be offered by an entity */ struct OfferedMission { OfferedMission(const uint32_t missionId, const bool offersMission, const bool acceptsMission) { this->missionId = missionId; this->offersMission = offersMission; this->acceptsMission = acceptsMission; }; /** * Returns the ID of the mission * @return the ID of the mission */ uint32_t GetMissionId() const { return missionId; }; /** * Returns if this mission is offered by the entity * @return true if this mission is offered by the entity, false otherwise */ bool GetOfferMission() const { return offersMission; }; /** * 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 */ bool GetAcceptMission() const { return acceptsMission; }; private: /** * The ID of the mission */ uint32_t missionId; /** * Determines if the mission is offered by the entity */ bool offersMission; /** * 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; MissionOfferComponent(Entity* parent, const int32_t componentId = -1); void LoadTemplateData() override; /** * 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: /** * The missions this entity has to offer */ std::vector> offeredMissions; int32_t m_ComponentId; }; #endif // __MISSIONOFFERCOMPONENT_H__