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5225c86d65
* Misc component cleanup * Update InventoryComponent.h * Update MissionComponent.h * Update PropertyManagementComponent.h * Update PropertyVendorComponent.h * Update SkillComponent.h maximum pedantry B) * SoundTriggerComponent.h braces gone * Rename SoundTriggerComponent.h braces gone to SoundTriggerComponent.h I was tired
91 lines
2.2 KiB
C++
91 lines
2.2 KiB
C++
/*
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* Darkflame Universe
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* Copyright 2019
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*/
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#ifndef MISSIONOFFERCOMPONENT_H
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#define MISSIONOFFERCOMPONENT_H
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#include "dCommonVars.h"
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#include "Component.h"
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#include <vector>
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#include <stdint.h>
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#include "eReplicaComponentType.h"
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class Entity;
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/**
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* Light wrapper around missions that may be offered by an entity
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*/
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struct OfferedMission {
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OfferedMission(uint32_t missionId, bool offersMission, bool acceptsMission);
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/**
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* Returns the ID of the mission
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* @return the ID of the mission
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*/
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uint32_t GetMissionId() const;
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/**
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* Returns if this mission is offered by the entity
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* @return true if this mission is offered by the entity, false otherwise
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*/
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bool GetOffersMission() const;
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/**
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* Returns if this mission may be accepted by the entity (currently unused)
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* @return true if this mission may be accepted by the entity, false otherwise
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*/
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bool GetAcceptsMission() const;
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private:
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/**
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* The ID of the mission
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*/
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uint32_t missionId;
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/**
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* Determines if the mission is offered by the entity
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*/
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bool offersMission;
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/**
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* Determines if the mission can be accepted by the entity
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*/
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bool acceptsMission;
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};
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/**
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* Allows entities to offer missions to other entities, depending on their mission inventory progression.
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*/
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class MissionOfferComponent final : public Component {
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public:
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::MISSION_OFFER;
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MissionOfferComponent(Entity* parent, LOT parentLot);
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/**
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* Handles the OnUse event triggered by some entity, determines which missions to show based on what they may
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* hand in now and what they may start based on their mission history.
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* @param originator the entity that triggered the event
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*/
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void OnUse(Entity* originator) override;
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/**
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* Offers all the missions an entity can accept to said entity
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* @param entity the entity to offer missions to
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* @param specifiedMissionId optional mission ID if you wish to offer a specific mission
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*/
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void OfferMissions(Entity* entity, uint32_t specifiedMissionId = 0);
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private:
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/**
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* The missions this entity has to offer
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*/
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std::vector<OfferedMission> offeredMissions;
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};
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#endif // MISSIONOFFERCOMPONENT_H
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