osb/source/game/StarQuestManager.hpp

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#pragma once
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#include "StarQuests.hpp"
namespace Star {
STAR_CLASS(QuestManager);
struct QuestIndicator {
String indicatorImage;
Vec2F worldPosition;
};
class QuestManager {
public:
QuestManager(Player* player);
void diskLoad(Json const& quests);
Json diskStore();
void setUniverseClient(UniverseClient* client);
void init(World* world);
void uninit();
bool canStart(QuestArcDescriptor const& questArc) const;
// Show a dialog offering the player a quest, and later start it if they
// accept it.
void offer(QuestPtr const& quest);
QuestPtr getQuest(String const& questId) const;
bool hasQuest(String const& questId) const;
bool hasAcceptedQuest(String const& questId) const;
bool isActive(String const& questId) const;
bool isCurrent(String const& questId) const;
bool isTracked(String const& questId) const;
void setAsTracked(Maybe<String> const& questId);
void markAsRead(String const& questId);
bool hasCompleted(String const& questId) const;
bool canTurnIn(String const& questId) const;
Maybe<QuestPtr> getFirstNewQuest();
Maybe<QuestPtr> getFirstCompletableQuest();
Maybe<QuestPtr> getFirstFailableQuest();
Maybe<QuestPtr> getFirstMainQuest();
List<QuestPtr> listActiveQuests() const;
List<QuestPtr> listCompletedQuests() const;
List<QuestPtr> listFailedQuests() const;
Maybe<QuestPtr> currentQuest() const;
Maybe<QuestPtr> trackedQuest() const;
Maybe<QuestIndicator> getQuestIndicator(EntityPtr const& entity) const;
// Handled at this level to allow multiple active quests to specify interestingObjects
StringSet interestingObjects();
Maybe<Json> receiveMessage(String const& message, bool localMessage, JsonArray const& args = {});
void update(float dt);
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private:
List<QuestPtr> serverQuests() const;
void startInitialQuests();
void setMostRecentQuestCurrent();
Player* m_player;
World* m_world;
UniverseClient* m_client;
StringMap<QuestPtr> m_quests;
Maybe<String> m_trackedQuestId;
bool m_trackOnWorldQuests;
Maybe<String> m_onWorldQuestId;
};
}