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https://github.com/DarkflameUniverse/DarkflameServer.git
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fc75d6048f
* moving branch * Add deleteinven slash command * Change name of BRICKS_IN_BBB * Use string_view instead of strcmp * Clean up include tree * Remove unneeded headers from PCH files Removes unneeded headers from pre-compiled headers. This increases compile time, however reduces development time for most files. * Update Entity.h * Update EntityManager.h * Update GameMessages.cpp * There it compiles now Co-authored-by: Aaron Kimbrell <aronwk.aaron@gmail.com>
288 lines
8.3 KiB
C++
288 lines
8.3 KiB
C++
#pragma once
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#ifndef MISSION_H
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#define MISSION_H
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#include <vector>
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#include <string>
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#include "CDMissionsTable.h"
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#include "MissionTask.h"
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#include "dCommonVars.h"
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#include "Entity.h"
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#include "MissionState.h"
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#include "MissionLockState.h"
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namespace tinyxml2 {
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class XMLElement;
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};
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class MissionComponent;
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/**
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* A mission (or achievement) that a player may unlock, progress and complete.
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*/
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class Mission final
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{
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public:
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Mission(MissionComponent* missionComponent, uint32_t missionId);
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~Mission();
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void LoadFromXml(tinyxml2::XMLElement* element);
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void UpdateXml(tinyxml2::XMLElement* element);
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/**
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* Returns the ID of this mission
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* @return the ID of this mission
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*/
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uint32_t GetMissionId() const;
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/**
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* Returns the entity that is currently progressing this mission
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* @return the entity that is currently progressing this mission
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*/
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Entity* GetAssociate() const;
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/**
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* Returns the account owns the entity that is currently progressing this mission
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* @return the account owns the entity that is currently progressing this mission
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*/
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User* GetUser() const;
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/**
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* Returns the current state of this mission
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* @return the current state of this mission
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*/
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MissionState GetMissionState() const;
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/**
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* Returns the database information that represents to this mission.
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* @return the database information that represents to this mission.
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*/
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const CDMissions& GetClientInfo() const;
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/**
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* Returns the number of times the entity has completed this mission, can only be > 0 for dailies.
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* @return the number of thimes the entity has completed this mission
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*/
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uint32_t GetCompletions() const;
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/**
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* Sets the number of times this mission has been completed
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* @param value the number of times this mission should be completed
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*/
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void SetCompletions(uint32_t value);
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/**
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* Returns the last timestamp at which the entity completed this mission
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* @return the last timestamp at which the entity completed this mission
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*/
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uint32_t GetTimestamp() const;
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/**
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* Returns some specific reward that should be returned from the possible rewards indicated by the client
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* @return some specific reward that should be returned from the possible rewards indicated by the client
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*/
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LOT GetReward() const;
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/**
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* Sets an some specific reward that should be returned from the possible rewards indicated by the client
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* @param lot the reward to set
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*/
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void SetReward(LOT lot);
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/**
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* Returns all the tasks that must be completed to mark this mission as complete
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* @return all the tasks that must be completed to mark this mission as complete
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*/
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std::vector<MissionTask*> GetTasks() const;
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/**
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* Updates the mission state to the one provided
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* @param state the mission state to set
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* @param sendingRewards a flag indicating to the client that rewards wil lfollow
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*/
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void SetMissionState(MissionState state, bool sendingRewards = false);
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/**
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* Currently unimplemented
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*/
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void SetMissionTypeState(MissionLockState state, const std::string& type, const std::string& subType);
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/**
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* Returns whether this mission is an achievement
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* @return true if this mission is an achievement, false otherwise
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*/
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bool IsAchievement() const;
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/**
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* Returns whether this mission is a mission (e.g.: not an achievement)
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* @return true if this mission is not an achievement, false otherwise
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*/
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bool IsMission() const;
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/**
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* Returns whether this mission can be repeated (mostly used for dailies)
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* @return true if this mission can be repeated, false otherwise
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*/
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bool IsRepeatable() const;
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/**
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* Returns whether the entity has completed this mission before
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* @return true if the mission has been completed before, false otherwise
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*/
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bool IsComplete() const;
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/**
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* Returns whether the mission is currently active
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* @return true if the mission is currently active, false otherwise
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*/
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bool IsActive() const;
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/**
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* Sets the mission state to active, takes into account if this is a repeatable mission.
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*/
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void MakeActive();
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/**
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* Returns whether the entity has completed all tasks and can hand the mission in for rewards.
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* @return true if the entity can hand the mission in, false otherwise
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*/
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bool IsReadyToComplete() const;
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/**
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* Sets the mission state to ready to complete, takes into account if this is a repeatable mission
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*/
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void MakeReadyToComplete();
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/**
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* Returns whether this mission can be accepted by the entity
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* @return true if the mission can be accepted by the entity, false otherwise
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*/
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bool IsAvalible() const;
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/**
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* Sets the mission state to available, takes into account if this mission is repeatable
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*/
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void MakeAvalible();
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/**
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* Returns whether this mission is one where an entity simply has to go somewhere, but doesn't have to turn in the
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* mission tasks at the original mission giver (called a fetch mission).
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* @return true if this is a fetch mission, false otherwise
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*/
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bool IsFetchMission() const;
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/**
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* Accepts this mission, setting it to available. Also progresses any of the tasks if the entity has already
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* progressed for them (for example "collect X bricks", will fast track for the amount of bricks the entity
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* already has).
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*/
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void Accept();
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/**
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* Completes the mission and handles all logistics regarding that: checking all tasks, handing out rewards,
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* emailing them if the inventory is full, etc. If the mission tasks have not all been completed this is a no-op.
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* @param yieldRewards if true, rewards will be given to the entity
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*/
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void Complete(bool yieldRewards = true);
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/**
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* Checks if this mission is ready to be completed and updates the state if so. If this is an achievement, the
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* state will automatically be updated to completed as there's nobody to hand achievements in to.
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*/
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void CheckCompletion();
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/**
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* Gives all the rewards (items, score, stats, etc.) to the entity. Takes into account if the entity has completed
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* the mission before.
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*/
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void YieldRewards();
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/**
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* Attempts to progress tasks of a certain type for this mission. Note that the interpretation of any of these
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* arguments is up to the mission task at hand.
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* @param type the mission task type to progress
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* @param value the value to progress the mission task with
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* @param associate optional object ID that was related to the progression
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* @param targets optional multiple targets that need to be met for progression
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* @param count optional count to progress with
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*/
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void Progress(MissionTaskType type, int32_t value, LWOOBJID associate = 0, const std::string& targets = "", int32_t count = 1);
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/**
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* Returns if the mission ID that's given belongs to an existing mission
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* @param missionId the mission ID to check for
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* @return true if the mission exists, false otherwise
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*/
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static bool IsValidMission(uint32_t missionId);
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/**
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* Returns if the mission ID that's given belongs to an existing mission
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* @param missionId the mission ID to check for
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* @param info variable to store the queried mission information in
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* @return true if the mission exists, false otherwise
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*/
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static bool IsValidMission(uint32_t missionId, CDMissions& info);
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/**
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* @brief Returns the unique mission order ID
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*
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* @return The unique order ID
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*/
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uint32_t GetUniqueMissionOrderID() { return m_UniqueMissionID; };
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/**
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* Sets the unique mission order ID of this mission
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*/
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void SetUniqueMissionOrderID(uint32_t value) { m_UniqueMissionID = value; };
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private:
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/**
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* Progresses all the newly accepted tasks for this mission after it has been accepted to reflect the state of the
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* inventory of the entity.
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*/
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void Catchup();
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/**
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* The database information that corresponds to this mission
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*/
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const CDMissions* info;
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/**
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* The current state this mission is in
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*/
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MissionState m_State;
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/**
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* The number of times the entity has completed this mission
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*/
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uint32_t m_Completions;
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/**
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* The last time the entity completed this mission
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*/
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uint32_t m_Timestamp;
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/**
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* The mission component of the entity that owns this mission
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*/
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MissionComponent* m_MissionComponent;
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/**
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* Optionally specific reward that should be returned from the possible rewards indicated by the client
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*/
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LOT m_Reward;
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/**
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* All the tasks that can be progressed for this mission
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*/
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std::vector<MissionTask*> m_Tasks;
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/**
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* The unique ID what order this mission was accepted in.
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*/
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uint32_t m_UniqueMissionID;
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};
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#endif
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