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quest_base.h
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269 lines (200 loc) · 6.01 KB
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#ifndef __QUEST_BASE_H__
#define __QUEST_BASE_H__
#include <functional>
#include <memory>
#include <vector>
#include "PublicStruct.pb.h"
#include "QuestStep.h"
#include "CommonLogic/Quest/QuestDefine.h"
#include "Game/GameTimer.h"
#include "Game/StlDefineType.h"
#include "LuaScript/IScriptHost.h"
//https://www.reddit.com/r/gamedev/comments/6h5npm/how_to_implement_missionsquests_into_a_game_c/
//https://www.reddit.com/r/unrealengine/comments/5xp5ds/free_rpg_quest_system/
namespace AvatarQuest
{
enum eClientUpdateOp
{
E_CLIENT_QUEST_ACCEPET = 0,//
E_CLIENT_QUEST_UPDATE = 1,//
E_CLIENT_QUEST_COMPLETE = 2,//
E_CLIENT_QUEST_REMOVE = 3,//删除
E_CLIENT_QUEST_LEAVE_MIRROR = 4,
E_CLIENT_QUEST_RESET = 5,
};
class QuestBase
{
public:
typedef std::function<void(int32_t)> quest_id_function;
typedef std::vector<int32_t> quests_id_type;
typedef std::shared_ptr<QuestStepBase> step_ptr_type;
typedef std::vector<step_ptr_type> step_list_type;
typedef std::function<void()> defeat_callback_type;
typedef std::function<::google::protobuf::Message*(int32_t, int32_t)> update_quest_callback_type;
using quest_factory_ptr_type = std::shared_ptr<QuestBaseFactory>;
using bool_quest_id_function = std::function<bool(int32_t)> ;
QuestBase(const QuestData& pb,
CreateQuestParam& param
);
QuestBase(const QuestBase&) = delete;
QuestBase operator=(const QuestBase&) = delete;
virtual ~QuestBase() {}
void OnSave(QuestData& pb);
virtual void ToClientPb(::google::protobuf::Message* mpb);
QuestData GetQuestDataPB()
{
return m_oData;
}
virtual bool IsActivityQuest();
virtual int32_t GetActivityId();
virtual int32_t CompleteQuest();
virtual int32_t GiveUpQuest();
int32_t GetQuestStatus()const;
std::size_t GetQuestStepSize()const
{
return m_vStepList.size();
}
virtual std::size_t GetQuestConfigStepSize()const;
step_ptr_type GetQuestStep(int32_t nStep)const
{
if (nStep < (int32_t)GetQuestStepSize())
{
return m_vStepList[nStep];
}
return nullptr;
}
bool IsAcceptedStatus()const
{
return GetQuestStatus() == E_QUEST_STATUS_ACCEPTED;
}
virtual bool IsQuestStepAccepted(int32_t nStep);
bool IsQuestStepCompleted(int32_t nStep);
int32_t GetQuestStepRemainAmount(int32_t quest_step);
int32_t GetQuestStepProgress(int32_t quest_step);
bool IsQuestLastStep(int32_t quest_step);
bool IsComleted()const
{
return m_oData.status() == E_QUEST_STATUS_COMPLETED;
}
bool IsAchieved()const
{
return m_oData.status() == E_QUEST_STATUS_ACHIEVED;
}
bool IsTimeOut()const
{
return m_oData.status() == E_QUEST_STATUS_TIEMOUT;
}
bool IsFailed()const
{
return m_oData.status() == E_QUEST_STATUS_FAILED;
}
bool IsUnAccept()const
{
return m_oData.status() == E_QUEST_STATUS_UN_ACCEPT;
}
bool IsAccept()const
{
return m_oData.status() == E_QUEST_STATUS_ACCEPTED;
}
//return change
virtual bool TriggerEvent(const AvatarQuest::QuestEvent& oEvent);
virtual void TriggerCompleteEvent();
virtual void OneStep();
void SetHuman(Obj_Human* pHuman)
{
m_pHuman = pHuman;
}
virtual void Reset() {}
virtual int32_t GetQuestId()const{ return 0;}
virtual int32_t GetQuestType() const{ return 0; }
virtual int32_t GetQuestSubType() const { return 0;}
virtual bool IsAutoReward()const{ return false; }
virtual bool HasReward()const
{
return 0;
}
virtual bool HasCompleteNpc()
{
return 0;
}
virtual int32_t Achieve();
virtual void Award();
void SetStatus(int32_t nstatus)
{
if (nstatus < E_QUEST_STATUS_UN_ACCEPT || nstatus > E_QUEST_STATUS_MAX)
{
return;
}
m_oData.set_status(nstatus);
}
virtual int32_t TryTriggerEventToCompleteQuestStep();
virtual int32_t GetQuestCurrentStep();
virtual void OnTimeOut();
virtual int32_t DefeatedQuest();
virtual void OnAcceptQuest();
virtual void SetDefeatCallBack(const defeat_callback_type& cb)
{
}
void SetAchieveCallback(const quest_id_function& cb)
{
achieve_call_back_ = cb;
}
void SetUpdateDataCallBack(const update_quest_callback_type& cb)
{
update_quest_callback_ = cb;
}
void SetQuestProgressAddCallbacks(const QuestStep::progress_add_callbacks_type& cbs);
time_t GetBeginTime()
{
return m_oData.questbegintime();
}
void ScriptSetQuestCompleteStatus()
{
TriggerCompleteEvent();
}
IScriptHost* GetQuestOwner()
{
return (IScriptHost*)m_pHuman;
}
bool IsOneTarget()
{
return m_vStepList.size() == 1;
}
int32_t GetJustOneTagetQuestProgress()
{
if (m_vStepList.empty())
{
return 0;
}
if (IsOneTarget())
{
return m_vStepList[0]->GetProgress();
}
return 0;
}
virtual void SetTimeoutTimerId(BaseModule::GameTimer* pTimerId){}
virtual BaseModule::GameTimer* GetTimeoutTimerId() { return nullptr; }
virtual i32_v_type GetQuestEventList();
#ifdef __TEST__
bool m_bTestTimeOutComplete { false };
#endif // __TEST__
virtual int32_t CheckGoOn();
virtual void RestSteps();
virtual void NotifyQuestUpdate();
void NotifyQuestReset();
void SetQuestFactory(quest_factory_ptr_type& ptr) { quest_factory_ptr_ = ptr; }
virtual int32_t CheckGetReward();
virtual void LoadStep();
bool IsAllStepsCompleted();
virtual void OnStepComplete(int32_t nStep);
virtual void OnDefeat();
protected:
QuestData m_oData;
quest_id_function achieve_call_back_;
step_list_type m_vStepList;
Obj_Human* m_pHuman;
update_quest_callback_type update_quest_callback_;
quest_factory_ptr_type quest_factory_ptr_;
};
} // namespace AvatarQuest
#endif // __QUEST_BASE_H__