DarkflameServer/dGame/dMission/MissionTask.h

188 lines
5.0 KiB
C++

#pragma once
#ifndef MISSIONTASK_H
#define MISSIONTASK_H
#include "CDMissionTasksTable.h"
#include "dCommonVars.h"
enum class eMissionTaskType : int;
class Mission;
/**
* A task that can be progressed and completed for a mission.
*/
class MissionTask final
{
public:
MissionTask(Mission* mission, CDMissionTasks* info, uint32_t mask);
~MissionTask();
/**
* Attempts to progress this task using the provided parameters. Note that the behavior of this method is different
* for each mission task type.
* @param value the value to progress by
* @param associate optional object ID of an entity that was related to the progression
* @param targets optional multiple targets that need to be met to progress
* @param count a number that indicates the times to progress
*/
void Progress(int32_t value, LWOOBJID associate = 0, const std::string& targets = "", int32_t count = 1);
/**
* Returns the current progression of this task
* @return the current progression of this task
*/
uint32_t GetProgress() const;
/**
* Progresses the progress of this task by the provided value. Does not exceed the target progress.
* @param value the value to progress by
*/
void AddProgress(int32_t value);
/**
* Sets the progress of the task and optionally notifies the client
* @param value the value to set for the progress
* @param echo if true, this will notify the client of the change
*/
void SetProgress(uint32_t value, bool echo = true);
/**
* Returns the mission this task belongs to
* @return the mission this task belongs to
*/
Mission* GetMission() const;
/**
* Returns the type of this task
* @return the type of this task
*/
eMissionTaskType GetType() const;
/**
* Returns the value that should be progressed to, to complete the mission (the target value)
* @return the target value
*/
uint32_t GetTarget() const;
/**
* Returns the database information for this mission
* @return the database information for this mission
*/
const CDMissionTasks& GetClientInfo() const;
/**
* Returns the mask for this mission, used for communicating updates
* @return the mask for this mission, used for communicating updates
*/
uint32_t GetMask() const;
/**
* Returns the currently visited list of unique locations (only used for visiting mission types)
* @return the currently visited list of unique locations
*/
const std::vector<uint32_t>& GetUnique() const;
/**
* Sets the uniquely visited list of locations
* @param value the uniquely visited list of locations
*/
void SetUnique(const std::vector<uint32_t>& value = {});
/**
* Returns the possibly target values for this mission task for progression
* @return the possibly target values for this mission task for progression
*/
const std::vector<uint32_t>& GetTargets() const;
/**
* Returns the parameters for this task: meta information that determines if the task can be progressed. Note:
* not used by all task types.
* @return the parameters for this task
*/
const std::vector<uint32_t>& GetParameters() const;
/**
* Returns all the target values for this mission, including the target value concatenated by the optional list of
* targets parsed as ints.
* @return all the targets for this task
*/
std::vector<uint32_t> GetAllTargets() const;
/**
* Returns whether the value is in the list of target values of this task
* @param value the value to check for
* @return true if the value is in the target list, false otherwise
*/
bool InTargets(uint32_t value) const;
/**
* Returns whether the value is in one of the target values or equals the individual target value of this task
* @param value the value to check for
* @return true if the value is one of the targets, false otherwise
*/
bool InAllTargets(uint32_t value) const;
/**
* Checks if the provided is one of the parameters for this task
* @param value the value to check for
* @return true if the value is one of the parameters, false otherwise
*/
bool InParameters(uint32_t value) const;
/**
* Checks if this task has been completed by comparing its progress against the target value
* @return true if the task has been completed, false otherwise
*/
bool IsComplete() const;
/**
* Completes the mission by setting the progress to the required value
*/
void Complete();
private:
/**
* Datbase information about this task
*/
CDMissionTasks* info;
/**
* The mission this task belongs to
*/
Mission* mission;
/**
* Mask used for communicating mission updates
*/
uint32_t mask;
/**
* The current progression towards the target
*/
uint32_t progress;
/**
* The list of target values for progressing this task
*/
std::vector<uint32_t> targets;
/**
* The list of parameters for progressing this task (not used by all task types)
*/
std::vector<uint32_t> parameters;
/**
* The unique places visited for progression (not used by all task types)
*/
std::vector<uint32_t> unique;
/**
* Checks if the task is complete, and if so checks if the parent mission is complete
*/
void CheckCompletion() const;
};
#endif