2024-02-25 14:46:47 +00:00
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#pragma once
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2023-06-20 04:33:09 +00:00
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#include "StarSet.hpp"
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#include "StarJsonRpc.hpp"
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#include "StarItemDescriptor.hpp"
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#include "StarDrawable.hpp"
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#include "StarCelestialCoordinate.hpp"
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#include "StarThread.hpp"
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#include "StarQuestDescriptor.hpp"
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#include "StarQuestTemplateDatabase.hpp"
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#include "StarLuaComponents.hpp"
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#include "StarLuaActorMovementComponent.hpp"
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#include "StarWarping.hpp"
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namespace Star {
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STAR_CLASS(Quest);
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STAR_CLASS(Player);
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STAR_CLASS(UniverseClient);
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enum class QuestState {
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// New - being set up and quest hasn't been offered yet (or was offered and declined)
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New,
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// Offer - waiting on the player to accept or decline the quest
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Offer,
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// Active - the quest was accepted and is in progress
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Active,
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// Complete - the quest finished successfully
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Complete,
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// Failed - the quest finished unsuccessfully or the player abandoned it
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Failed
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};
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extern EnumMap<QuestState> const QuestStateNames;
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class Quest {
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public:
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Quest(QuestArcDescriptor const& questArc, size_t arcPos, Player* player);
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Quest(Json const& diskStore);
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Json diskStore() const;
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QuestTemplatePtr getTemplate() const;
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void init(Player* player, World* world, UniverseClient* client);
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void uninit();
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Maybe<Json> receiveMessage(String const& message, bool localMessage, JsonArray const& args = {});
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2023-07-20 14:58:49 +00:00
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void update(float dt);
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2023-06-20 04:33:09 +00:00
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void offer();
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void declineOffer();
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2024-04-05 12:09:57 +00:00
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void cancelOffer();
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2023-06-20 04:33:09 +00:00
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void start();
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void complete(Maybe<size_t> followupIndex = {});
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void fail();
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void abandon();
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bool interactWithEntity(EntityId entity);
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// The generated ID for this instance of the quest with these specific
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// parameters. Multiple players iin a universe may have quests with the same
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// questId if the the source of the quest was the same.
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String questId() const;
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// The ID of the template this quest was created from
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String templateId() const;
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StringMap<QuestParam> const& parameters() const;
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QuestState state() const;
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// Whether to show the Complete / Failed dialog
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bool showDialog() const;
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void setDialogShown();
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void setEntityParameter(String const& paramName, EntityConstPtr const& entity);
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void setParameter(String const& paramName, QuestParam const& paramValue);
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Maybe<List<Drawable>> portrait(String const& portraitName) const;
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Maybe<String> portraitTitle(String const& portraitName) const;
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QuestDescriptor questDescriptor() const;
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QuestArcDescriptor questArcDescriptor() const;
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size_t questArcPosition() const;
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Maybe<WorldId> worldId() const;
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Maybe<pair<Vec3I, SystemLocation>> location() const;
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Maybe<Uuid> serverUuid() const;
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void setWorldId(Maybe<WorldId> worldId);
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void setLocation(Maybe<pair<Vec3I, SystemLocation>> location);
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void setServerUuid(Maybe<Uuid> serverUuid);
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String title() const;
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String text() const;
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String completionText() const;
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String failureText() const;
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size_t money() const;
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List<ItemConstPtr> rewards() const;
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// The time when this quest last changed state (active/completed/failed)
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int64_t lastUpdatedOn() const;
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bool unread() const;
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void markAsRead();
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bool canTurnIn() const;
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String questGiverIndicator() const;
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String questReceiverIndicator() const;
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// The String returned by this method is an image path, not a reference to a configured indicator
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Maybe<String> customIndicator(EntityPtr const& entity) const;
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Maybe<JsonArray> objectiveList() const;
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Maybe<float> progress() const;
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Maybe<float> compassDirection() const;
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void setObjectiveList(Maybe<JsonArray> const& objectiveList);
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void setProgress(Maybe<float> const& progress);
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void setCompassDirection(Maybe<float> const& compassDirection);
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Maybe<String> completionCinema() const;
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bool canBeAbandoned() const;
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bool ephemeral() const;
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bool showInLog() const;
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bool showAcceptDialog() const;
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bool showCompleteDialog() const;
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bool showFailDialog() const;
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bool mainQuest() const;
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bool hideCrossServer() const;
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private:
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struct DisplayParameters {
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bool ephemeral;
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bool showInLog;
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bool showAcceptDialog;
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bool showCompleteDialog;
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bool showFailDialog;
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bool mainQuest;
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bool hideCrossServer;
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};
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void setState(QuestState state);
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void initScript();
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void uninitScript();
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LuaCallbacks makeQuestCallbacks(Player* player);
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void setEntityParameter(String const& paramName, Entity const* entity);
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void addReward(ItemDescriptor const& reward);
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String const& defaultCustomIndicator() const;
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Player* m_player;
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World* m_world;
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UniverseClient* m_client;
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QuestState m_state;
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bool m_inited;
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bool m_showDialog;
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QuestArcDescriptor m_arc;
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size_t m_arcPos;
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StringMap<QuestParam> m_parameters;
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DisplayParameters m_displayParameters;
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Maybe<WorldId> m_worldId;
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Maybe<pair<Vec3I, SystemLocation>> m_location;
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Maybe<Uuid> m_serverUuid;
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size_t m_money;
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List<ItemConstPtr> m_rewards;
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int64_t m_lastUpdatedOn;
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bool m_unread;
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bool m_canTurnIn;
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StringSet m_indicators;
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String m_trackedIndicator;
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String m_untrackedIndicator;
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String m_title;
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String m_text;
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String m_completionText;
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String m_failureText;
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StringMap<List<Drawable>> m_portraits;
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StringMap<String> m_portraitTitles;
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Maybe<JsonArray> m_objectiveList;
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Maybe<float> m_progress;
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Maybe<float> m_compassDirection;
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LuaMessageHandlingComponent<LuaActorMovementComponent<LuaUpdatableComponent<LuaStorableComponent<LuaWorldComponent<LuaBaseComponent>>>>>
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m_scriptComponent;
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};
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// Create an instance of Quest for a specific template with all the parameters filled
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// in with examples. Doesn't necessarily make a valid quest that can be completed, since
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// its purpose is for previewing dialogs only.
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QuestPtr createPreviewQuest(
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String const& templateId, String const& position, String const& questGiverSpecies, Player* player);
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}
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