mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-10 10:18:21 +00:00
7f623d358c
* Database: Convert to proper namespace * Database: Use base class and getter * Database: Move files around * Database: Add property Management query Database: Move over user queries Tested at gm 0 that pre-approved names are pre-approved, unapproved need moderator approval deleting characters deletes the selcted one refreshing the character page shows the last character you logged in as tested all my characters show up when i login tested that you can delete all 4 characters and the correct character is selected each time tested renaming, approving names as gm0 Database: Add ugc model getter Hey it works, look I got around the mariadb issue. Database: Add queries Database: consolidate name query Database: Add friends list query Update name of approved names query Documentation Database: Add name check Database: Add BFF Query Database: Move BFF Setter Database: Move new friend query Database: Add remove friend queries Database: Add activity log Database: Add ugc & prop content removal Database: Add model update Database: Add migration queries Database: Add character and xml queries Database: Add user queries Untested, but compiling code Need to test that new character names are properly assigned in the following scenarios gm 0 and pre-approved name gm 0 and unapproved name gm 9 and pre-approved name gm 9 and unapproved name Database: constify function arguments Database: Add pet queries * Database: Move property model queries Untested. Need to test placing a new model moving existing one removing ugc model placing ugc model moving ugc model(?) changing privacy option variously change description and name approve property can properly travel to property * Property: Move stale reference deletion * Database: Move performance update query * Database: Add bug report query * Database: Add cheat detection query * Database: Add mail send query * Untested code need to test mailing from slash command, from all users of SendMail, getting bbb of a property and sending messages to bffs * Update CDComponentsRegistryTable.h Database: Rename and add further comments Datavbase: Add comments Add some comments Build: Fix PCH directories Database: Fix time thanks apple Database: Fix compiler warnings Overload destructor Define specialty for time_t Use string instead of string_view for temp empty string Update CDTable.h Property: Update queries to use mapId Database: Reorganize Reorganize into CDClient folder and GameDatabase folder for clearer meanings and file structure Folders: Rename to GameDatabase MySQL: Remove MySQL Specifier from table Database: Move Tables to Interfaces Database: Reorder functions in header Database: Simplify property queries Database: Remove unused queries Remove extra query definitions as well Database: Consolidate User getters Database: Comment logs Update MySQLDatabase.cpp Database: Use generic code Playkey: Fix bad optional access Database: Move stuff around WorldServer: Update queries Ugc reduced by many scopes use new queries very fast tested that ugc still loads Database: Add auth queries I tested that only the correct password can sign into an account. Tested that disabled playkeys do not allow the user to play the game Database: Add donation query Database: add objectId queries Database: Add master queries Database: Fix mis-named function Database: Add slash command queries Mail: Fix itemId type CharFilter: Use new query ObjectID: Remove duplicate code SlashCommand: Update query with function Database: Add mail queries Ugc: Fix issues with saving models Resolve large scope blocks as well * Database: Add debug try catch rethrow macro * General fixes * fix play key not working * Further fixes --------- Co-authored-by: Aaron Kimbre <aronwk.aaron@gmail.com>
82 lines
4.1 KiB
C++
82 lines
4.1 KiB
C++
#pragma once
|
|
|
|
// Custom Classes
|
|
#include "CDTable.h"
|
|
#include <map>
|
|
#include <cstdint>
|
|
|
|
struct CDMissions {
|
|
int id; //!< The Mission ID
|
|
std::string defined_type; //!< The type of mission
|
|
std::string defined_subtype; //!< The subtype of the mission
|
|
int UISortOrder; //!< The UI Sort Order for the mission
|
|
int offer_objectID; //!< The LOT of the mission giver
|
|
int target_objectID; //!< The LOT of the mission's target
|
|
int64_t reward_currency; //!< The amount of currency to reward the player
|
|
int 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
|
|
int reward_item1; //!< The first rewarded item
|
|
int reward_item1_count; //!< The count of the first item to be rewarded
|
|
int reward_item2; //!< The second rewarded item
|
|
int reward_item2_count; //!< The count of the second item to be rewarded
|
|
int reward_item3; //!< The third rewarded item
|
|
int reward_item3_count; //!< The count of the third item to be rewarded
|
|
int reward_item4; //!< The fourth rewarded item
|
|
int reward_item4_count; //!< The count of the fourth item to be rewarded
|
|
int reward_emote; //!< The first emote to be rewarded
|
|
int reward_emote2; //!< The second emote to be rewarded
|
|
int reward_emote3; //!< The third emote to be rewarded
|
|
int reward_emote4; //!< The fourth emote to be rewarded
|
|
int reward_maximagination; //!< The amount of max imagination to reward
|
|
int reward_maxhealth; //!< The amount of max health to reward
|
|
int reward_maxinventory; //!< The amount of max inventory to reward
|
|
int reward_maxmodel; //!< ???
|
|
int reward_maxwidget; //!< ???
|
|
int 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
|
|
int reward_item1_repeatable; //!< The first rewarded item
|
|
int reward_item1_repeat_count; //!< The count of the first item to be rewarded
|
|
int reward_item2_repeatable; //!< The second rewarded item
|
|
int reward_item2_repeat_count; //!< The count of the second item to be rewarded
|
|
int reward_item3_repeatable; //!< The third rewarded item
|
|
int reward_item3_repeat_count; //!< The count of the third item to be rewarded
|
|
int reward_item4_repeatable; //!< The fourth rewarded item
|
|
int reward_item4_repeat_count; //!< The count of the fourth item to be rewarded
|
|
int time_limit; //!< The time limit of the mission
|
|
bool isMission; //!< Maybe to differentiate between missions and achievements?
|
|
int 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; //!< ???
|
|
int UIPrereqID; //!< ???
|
|
UNUSED(std::string gate_version); //!< The gate version
|
|
UNUSED(std::string HUDStates); //!< ???
|
|
UNUSED(int locStatus); //!< ???
|
|
int reward_bankinventory; //!< The amount of bank space this mission rewards
|
|
};
|
|
|
|
class CDMissionsTable : public CDTable<CDMissionsTable> {
|
|
private:
|
|
std::vector<CDMissions> entries;
|
|
|
|
public:
|
|
void LoadValuesFromDatabase();
|
|
// Queries the table with a custom "where" clause
|
|
std::vector<CDMissions> Query(std::function<bool(CDMissions)> predicate);
|
|
|
|
// Gets all the entries in the table
|
|
const std::vector<CDMissions>& GetEntries() const;
|
|
|
|
const CDMissions* GetPtrByMissionID(uint32_t missionID) const;
|
|
|
|
const CDMissions& GetByMissionID(uint32_t missionID, bool& found) const;
|
|
|
|
static CDMissions Default;
|
|
};
|
|
|