mirror of
https://github.com/DarkflameUniverse/DarkflameServer
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f0b6ad89d9
* SystemAddress and destructor * move respawn logic to character comp Tested that respawn pos and rot can be set as per previously by crossing a respawn point and smashing to see if I would respawn at the new place. * Move loot cheat checking * Remove GetParentUser overload Tested completing missions control behaviors collecting life crate completing a bunch of missions using macros loading into worlds brick-by-brick placing models digging the x spot in gnarled forest can still ban and mute players cheat detection is still doing its thing flags are still set (checked with flag 45) claim codes still work (created new char, checked the lego club mail was there) * Move player constructor logic Its now at the bottom of Entity constructor. Time to remove Player * Remove Player class Removes the Player class. Tested that I can still login and see another player in Venture Explorer and logging out a few times still works as well as smashing enemies * store ptr * Update SlashCommandHandler.cpp
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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namespace tinyxml2 {
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class XMLElement;
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};
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enum class eMissionState : int;
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enum class eMissionLockState : int;
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class MissionComponent;
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class Character;
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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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Character* GetCharacter() 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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eMissionState 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(eMissionState state, bool sendingRewards = false);
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/**
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* Currently unimplemented
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*/
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void SetMissionTypeState(eMissionLockState 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(eMissionTaskType 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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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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eMissionState 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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