mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
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b261e63233
* chore: Change entity and component logic to use bitstream references * merge
209 lines
8.5 KiB
C++
209 lines
8.5 KiB
C++
/*
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* Darkflame Universe
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* Copyright 2019
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*/
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#ifndef MISSIONCOMPONENT_H
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#define MISSIONCOMPONENT_H
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#include <unordered_map>
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#include <vector>
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#include "dCommonVars.h"
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#include "RakNetTypes.h"
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#include "Entity.h"
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#include "Mission.h"
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#include "tinyxml2.h"
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#include "CDClientManager.h"
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#include "CDMissionsTable.h"
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#include "Component.h"
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#include "eReplicaComponentType.h"
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class AchievementCacheKey;
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/**
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* The mission inventory of an entity. Tracks mission state for each mission that can be accepted and allows for
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* progression of each of the mission task types (see eMissionTaskType).
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*/
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class MissionComponent final : public Component {
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public:
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::MISSION;
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explicit MissionComponent(Entity* parent);
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~MissionComponent() override;
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void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate, unsigned int& flags);
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void LoadFromXml(tinyxml2::XMLDocument* doc) override;
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void UpdateXml(tinyxml2::XMLDocument* doc) override;
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/**
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* Returns all the missions for this entity, mapped by mission ID
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* @return the missions for this entity, mapped by mission ID
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*/
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const std::unordered_map<uint32_t, Mission*>& GetMissions() const;
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/**
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* Returns the mission for the given mission ID, if it exists
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* @param missionId the id of the mission to get
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* @return the mission for the given mission ID
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*/
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Mission* GetMission(uint32_t missionId) const;
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/**
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* Returns the current state of the entities progression for the mission of the specified ID
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* @param missionId the ID of the mission to get the mission state for
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* @return the mission state of the mission specified by the ID
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*/
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eMissionState GetMissionState(uint32_t missionId) const;
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/**
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* Checks if the entity has all the requirements for accepting the mission specified by the ID.
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* @param missionId the mission ID to check for if the character may accept it
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* @return whether this entity can accept the mission represented by the given mission ID
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*/
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bool CanAccept(uint32_t missionId) const;
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/**
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* Accepts the mission specified by the ID, if the entity may accept it. Also stores it in the mission inventory.
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* @param missionId the ID of the mission to accept
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* @param skipChecks skips the checks for the mission prerequisites
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*/
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void AcceptMission(uint32_t missionId, bool skipChecks = false);
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/**
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* Completes the mission specified by the given ID, if the entity has fulfilled all progress requirements.
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* @param missionId the ID of the mission to complete
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* @param skipChecks skips the checks for having completed all of the mission tasks
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* @param yieldRewards whether to yield mission rewards, currently unused
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*/
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void CompleteMission(uint32_t missionId, bool skipChecks = false, bool yieldRewards = true);
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/**
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* Removes the mission from the entities' mission chain. Not used for normal gameplay but useful for debugging.
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* @param missionId the ID of the mission to remove
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*/
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void RemoveMission(uint32_t missionId);
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/**
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* Attempts to progress mission tasks for a given type using parameters to progress. Note that this function is
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* very abstract and different mission tasks require different combinations of parameters. This also progresses
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* achievements, which are basically just missions with the isMission flag set to false.
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* @param type the type of the mission task to try and progress with
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* @param value the value to progress with, could be a LOT for item collection for example
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* @param associate an associated entity for the progression, might be an activity host for example
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* @param targets optionally multiple target values that could exist for the mission that we wish to progress
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* @param count the number to progress by, for example the number of items
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* @param ignoreAchievements do not progress achievements
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*/
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void Progress(eMissionTaskType type, int32_t value, LWOOBJID associate = 0, const std::string& targets = "", int32_t count = 1, bool ignoreAchievements = false);
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/**
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* Forces progression for a mission and task, ignoring checks
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* @param missionId the mission ID to try and progress
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* @param taskId the task ID of the task belonging to the mission trying to progress
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* @param value the value to progress with
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* @param acceptMission accept the mission if it was not already accepted
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*/
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void ForceProgress(uint32_t missionId, uint32_t taskId, int32_t value, bool acceptMission = true);
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/**
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* Forces progress for all tasks of a certain type that belong to the same mission
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* @param missionId the mission to progress
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* @param taskType the task tyoe to progress
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* @param value the value to progress with
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* @param acceptMission accept the mission if it wasn't already
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*/
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void ForceProgressTaskType(uint32_t missionId, uint32_t taskType, int32_t value, bool acceptMission = true);
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/**
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* Force progresses by checking the value and progressing by 1
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* @param missionId the mission to progress
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* @param taskType the task to progress for
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* @param value the value to check the mission values before progressing
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* @param acceptMission accept the mission if it wasn't already
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*/
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void ForceProgressValue(uint32_t missionId, uint32_t taskType, int32_t value, bool acceptMission = true);
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/**
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* Returns client database mission information for a mission
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* @param missionId the ID of the mission to get the info for
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* @param result the result to store the information in
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* @return true if the information was succesfully retrieved, false otherwise
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*/
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bool GetMissionInfo(uint32_t missionId, CDMissions& result);
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/**
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* Checks if there's any achievements we might be able to accept for the given parameters
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* @param type the task type for tasks in the achievement that we wish to progress
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* @param value the value to progress by
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* @param progress if we can accept the mission, this will apply the progression
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* @param associate optional associate related to mission progression
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* @param targets optional multiple targets related to mission progression
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* @param count the number of values to progress by (differs by task type)
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* @return true if a achievement was accepted, false otherwise
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*/
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const std::vector<uint32_t> LookForAchievements(eMissionTaskType type, int32_t value, bool progress = true, LWOOBJID associate = LWOOBJID_EMPTY, const std::string& targets = "", int32_t count = 1);
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/**
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* Checks if there's a mission active that requires the collection of the specified LOT
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* @param lot the LOT to check for
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* @return if there's a mission active that requires the collection of the specified LOT
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*/
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bool RequiresItem(LOT lot);
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/**
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* Collects a collectable for the entity, unrendering it for the entity
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* @param collectibleID the ID of the collectable to add
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*/
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void AddCollectible(int32_t collectibleID);
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/**
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* Checks if the entity already has a collectible of the specified ID
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* @param collectibleID the ID of the collectible to check
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* @return if the entity already has a collectible of the specified ID
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*/
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bool HasCollectible(int32_t collectibleID);
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/**
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* Checks if the entity has a certain mission in its inventory
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* @param missionId the ID of the mission to check
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* @return if the entity has a certain mission in its inventory
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*/
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bool HasMission(uint32_t missionId);
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void ResetMission(const int32_t missionId);
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private:
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/**
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* All the missions owned by this entity, mapped by mission ID
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*/
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std::unordered_map<uint32_t, Mission*> m_Missions;
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/**
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* All the collectibles currently collected by the entity
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*/
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std::vector<int32_t> m_Collectibles;
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/**
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* For the given parameters, finds the mission IDs of the achievements that may be unlcoked
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* @param type the mission task type to try and progress
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* @param value the value to try and progress with
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* @param targets optional targets to progress with
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* @return list of mission IDs (achievements) that can be progressed for the given parameters
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*/
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static const std::vector<uint32_t>& QueryAchievements(eMissionTaskType type, int32_t value, const std::string targets);
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/**
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* As achievements can be hard to query, we here store a list of all the mission IDs that can be unlocked for a
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* combination of tasks and values, so that they can be easily re-queried later
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*/
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static std::unordered_map<AchievementCacheKey, std::vector<uint32_t>> m_AchievementCache;
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/**
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* Order of missions in the UI. This value is incremented by 1
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* for each mission the Entity that owns this component accepts.
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* In live this value started at 745.
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*/
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uint32_t m_LastUsedMissionOrderUID = 746U;
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};
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#endif // MISSIONCOMPONENT_H
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