Split task classes into their own cpp/h files to speed up incremental compilation and make things easier to maintain

This commit is contained in:
Akkadius 2021-02-06 18:52:14 -06:00
parent 55d4865d36
commit ff5ea82e38
12 changed files with 4302 additions and 4229 deletions

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@ -133,6 +133,11 @@ SET(zone_sources
special_attacks.cpp
spell_effects.cpp
spells.cpp
task_client_state.cpp
task_client_state.cpp
task_goal_list_manager.cpp
task_manager.cpp
task_proximity_manager.cpp
tasks.cpp
titles.cpp
tradeskills.cpp
@ -151,8 +156,7 @@ SET(zone_sources
zonedb.cpp
zone_reload.cpp
zone_store.cpp
zoning.cpp
)
zoning.cpp)
SET(zone_headers
aa.h
@ -252,6 +256,10 @@ SET(zone_headers
spawn2.h
spawngroup.h
string_ids.h
task_client_state.h
task_goal_list_manager.h
task_manager.h
task_proximity_manager.h
tasks.h
titles.h
trap.h
@ -265,8 +273,7 @@ SET(zone_headers
zonedb.h
zonedump.h
zone_reload.h
zone_store.h
)
zone_store.h)
ADD_EXECUTABLE(zone ${zone_sources} ${zone_headers})

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@ -65,6 +65,8 @@ namespace EQ
#include "zone.h"
#include "zonedb.h"
#include "zone_store.h"
#include "task_manager.h"
#include "task_client_state.h"
#ifdef _WINDOWS
// since windows defines these within windef.h (which windows.h include)

2135
zone/task_client_state.cpp Normal file

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110
zone/task_client_state.h Normal file
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@ -0,0 +1,110 @@
#ifndef EQEMU_TASK_CLIENT_STATE_H
#define EQEMU_TASK_CLIENT_STATE_H
#include "tasks.h"
#include "../common/types.h"
#include <list>
#include <vector>
#include <string>
#include <algorithm>
class ClientTaskState {
public:
ClientTaskState();
~ClientTaskState();
void ShowClientTasks(Client *client);
inline int GetActiveTaskCount() { return active_task_count; }
int GetActiveTaskID(int index);
bool IsTaskActivityCompleted(TaskType task_type, int index, int activity_id);
int GetTaskActivityDoneCount(TaskType task_type, int index, int activity_id);
int GetTaskActivityDoneCountFromTaskID(int task_id, int activity_id);
int GetTaskStartTime(TaskType task_type, int index);
void AcceptNewTask(Client *client, int task_id, int npc_type_id, bool enforce_level_requirement = false);
void FailTask(Client *client, int task_id);
int TaskTimeLeft(int task_id);
int IsTaskCompleted(int task_id);
bool IsTaskActive(int task_id);
bool IsTaskActivityActive(int task_id, int activity_id);
ActivityState GetTaskActivityState(TaskType task_type, int index, int activity_id);
void UpdateTaskActivity(Client *client, int task_id, int activity_id, int count, bool ignore_quest_update = false);
void ResetTaskActivity(Client *client, int task_id, int activity_id);
void CancelTask(Client *client, int sequence_number, TaskType task_type, bool remove_from_db = true);
void CancelAllTasks(Client *client);
void RemoveTask(Client *client, int sequence_number, TaskType task_type);
void RemoveTaskByTaskID(Client *client, uint32 task_id);
bool UpdateTasksByNPC(Client *client, int activity_type, int npc_type_id);
void UpdateTasksOnKill(Client *client, int npc_type_id);
void UpdateTasksForItem(Client *client, ActivityType activity_type, int item_id, int count = 1);
void UpdateTasksOnExplore(Client *client, int explore_id);
bool UpdateTasksOnSpeakWith(Client *client, int npc_type_id);
bool UpdateTasksOnDeliver(Client *client, std::list<EQ::ItemInstance *> &items, int cash, int npc_type_id);
void UpdateTasksOnTouch(Client *client, int zone_id);
void ProcessTaskProximities(Client *client, float x, float y, float z);
bool TaskOutOfTime(TaskType task_type, int index);
void TaskPeriodicChecks(Client *client);
void SendTaskHistory(Client *client, int task_index);
void RewardTask(Client *client, TaskInformation *task_information);
void EnableTask(int character_id, int task_count, int *task_list);
void DisableTask(int character_id, int task_count, int *task_list);
bool IsTaskEnabled(int task_id);
int EnabledTaskCount(int task_set_id);
int ActiveSpeakTask(int npc_type_id);
int ActiveSpeakActivity(int npc_type_id, int task_id);
int ActiveTasksInSet(int task_set_id);
int CompletedTasksInSet(int task_set_id);
bool HasSlotForTask(TaskInformation *task);
inline bool HasFreeTaskSlot() { return active_task.task_id == TASKSLOTEMPTY; }
friend class TaskManager;
private:
bool UnlockActivities(int character_id, ClientTaskInformation &task_info);
void IncrementDoneCount(
Client *client,
TaskInformation *task_information,
int task_index,
int activity_id,
int count = 1,
bool ignore_quest_update = false
);
inline ClientTaskInformation *GetClientTaskInfo(TaskType task_type, int index)
{
ClientTaskInformation *info = nullptr;
switch (task_type) {
case TaskType::Task:
if (index == 0) {
info = &active_task;
}
break;
case TaskType::Shared:
break;
case TaskType::Quest:
if (index < MAXACTIVEQUESTS) {
info = &active_quests[index];
}
break;
default:
break;
}
return info;
}
int active_task_count;
union { // easier to loop over
struct {
ClientTaskInformation active_task; // only one
ClientTaskInformation active_quests[MAXACTIVEQUESTS];
};
ClientTaskInformation active_tasks[MAXACTIVEQUESTS + 1];
};
// Shared tasks should be limited to 1 as well
std::vector<int> enabled_tasks;
std::vector<CompletedTaskInformation> completed_tasks;
int last_completed_task_loaded;
bool checked_touch_activities;
};
#endif //EQEMU_TASK_CLIENT_STATE_H

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@ -0,0 +1,149 @@
#include "../common/global_define.h"
#include "../common/misc_functions.h"
#include "../common/repositories/goallists_repository.h"
#include "../common/rulesys.h"
#include "client.h"
#include "mob.h"
#include "quest_parser_collection.h"
#include "task_goal_list_manager.h"
#include "tasks.h"
#include "zonedb.h"
TaskGoalListManager::TaskGoalListManager()
{
goal_lists_count = 0;
}
TaskGoalListManager::~TaskGoalListManager() {}
bool TaskGoalListManager::LoadLists()
{
task_goal_lists.clear();
goal_lists_count = 0;
std::string query = "SELECT `listid`, COUNT(`entry`) FROM `goallists` GROUP by `listid` ORDER BY `listid`";
auto results = content_db.QueryDatabase(query);
if (!results.Success()) {
return false;
}
goal_lists_count = results.RowCount();
LogTasks("Loaded [{}] GoalLists", goal_lists_count);
task_goal_lists.reserve(goal_lists_count);
int list_index = 0;
for (auto row = results.begin(); row != results.end(); ++row) {
int list_id = atoi(row[0]);
int list_size = atoi(row[1]);
task_goal_lists.push_back({list_id, 0, 0});
task_goal_lists[list_index].GoalItemEntries.reserve(list_size);
list_index++;
}
auto goal_lists = GoallistsRepository::GetWhere(content_db, "TRUE ORDER BY listid, entry ASC");
for (list_index = 0; list_index < goal_lists_count; list_index++) {
int list_id = task_goal_lists[list_index].ListID;
for (auto &entry: goal_lists) {
if (entry.listid == list_id) {
if (entry.entry < task_goal_lists[list_index].Min) {
task_goal_lists[list_index].Min = entry.entry;
}
if (entry.entry > task_goal_lists[list_index].Max) {
task_goal_lists[list_index].Max = entry.entry;
}
task_goal_lists[list_index].GoalItemEntries.push_back(entry.entry);
LogTasksDetail(
"Goal list index [{}] loading list [{}] entry [{}]",
list_index,
list_id,
entry.entry
);
}
}
}
return true;
}
int TaskGoalListManager::GetListByID(int list_id)
{
// Find the list with the specified ListID and return the index
auto it = std::find_if(
task_goal_lists.begin(),
task_goal_lists.end(),
[list_id](const TaskGoalList_Struct &t) { return t.ListID == list_id; }
);
if (it == task_goal_lists.end()) {
return -1;
}
return std::distance(task_goal_lists.begin(), it);
}
int TaskGoalListManager::GetFirstEntry(int list_id)
{
int list_by_id = GetListByID(list_id);
if ((list_by_id < 0) || (list_by_id >= goal_lists_count)) {
return -1;
}
if (task_goal_lists[list_by_id].GoalItemEntries.empty()) {
return -1;
}
return task_goal_lists[list_by_id].GoalItemEntries[0];
}
std::vector<int> TaskGoalListManager::GetListContents(int list_index)
{
std::vector<int> list_contents;
int list_by_id = GetListByID(list_index);
if ((list_by_id < 0) || (list_by_id >= goal_lists_count)) {
return list_contents;
}
list_contents = task_goal_lists[list_by_id].GoalItemEntries;
return list_contents;
}
bool TaskGoalListManager::IsInList(int list_id, int entry)
{
Log(Logs::General, Logs::Tasks, "[UPDATE] TaskGoalListManager::IsInList(%i, %i)", list_id, entry);
int list_index = GetListByID(list_id);
if ((list_index < 0) || (list_index >= goal_lists_count)) {
return false;
}
if ((entry < task_goal_lists[list_index].Min) || (entry > task_goal_lists[list_index].Max)) {
return false;
}
int first_entry = 0;
auto &task = task_goal_lists[list_index];
auto it = std::find(task.GoalItemEntries.begin(), task.GoalItemEntries.end(), entry);
if (it == task.GoalItemEntries.end()) {
return false;
}
Log(Logs::General, Logs::Tasks, "[UPDATE] TaskGoalListManager::IsInList(%i, %i) returning true", list_index, entry);
return true;
}

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@ -0,0 +1,37 @@
#ifndef EQEMU_TASK_GOAL_LIST_MANAGER_H
#define EQEMU_TASK_GOAL_LIST_MANAGER_H
#include "tasks.h"
#include "../common/types.h"
#include <list>
#include <vector>
#include <string>
#include <algorithm>
struct TaskGoalList_Struct {
int ListID;
int Min, Max;
std::vector<int> GoalItemEntries;
};
// This is used for handling lists, loading them from the database, searching them.
// Used for lists of NPCs to kill, items to loot, etc, as well as lists of items to
// reward the player with on completion of the task.
class TaskGoalListManager {
public:
TaskGoalListManager();
~TaskGoalListManager();
bool LoadLists();
int GetListByID(int list_id);
bool IsInList(int list_id, int entry);
int GetFirstEntry(int list_id);
std::vector<int> GetListContents(int list_index);
private:
std::vector<TaskGoalList_Struct> task_goal_lists;
int goal_lists_count;
};
#endif //EQEMU_TASK_GOAL_LIST_MANAGER_H

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zone/task_manager.cpp Normal file

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97
zone/task_manager.h Normal file
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@ -0,0 +1,97 @@
#ifndef EQEMU_TASK_MANAGER_H
#define EQEMU_TASK_MANAGER_H
#include "tasks.h"
#include "task_client_state.h"
#include "task_proximity_manager.h"
#include "task_goal_list_manager.h"
#include "../common/types.h"
#include <list>
#include <vector>
#include <string>
#include <algorithm>
class Client;
class Mob;
class TaskManager {
public:
TaskManager();
~TaskManager();
int GetActivityCount(int task_id);
bool LoadTasks(int single_task = 0);
void ReloadGoalLists();
inline void LoadProximities(int zone_id)
{
proximity_manager.LoadProximities(zone_id);
}
bool LoadTaskSets();
bool LoadClientState(Client *client, ClientTaskState *client_task_state);
bool SaveClientState(Client *client, ClientTaskState *client_task_state);
void SendTaskSelector(Client *client, Mob *mob, int task_count, int *task_list);
void SendTaskSelectorNew(Client *client, Mob *mob, int task_count, int *task_list);
bool ValidateLevel(int task_id, int player_level);
std::string GetTaskName(uint32 task_id);
TaskType GetTaskType(uint32 task_id);
void TaskSetSelector(Client *client, ClientTaskState *client_task_state, Mob *mob, int task_set_id);
// task list provided by QuestManager (perl/lua)
void TaskQuestSetSelector(
Client *client,
ClientTaskState *client_task_state,
Mob *mob,
int count,
int *tasks
);
void SendActiveTasksToClient(Client *client, bool task_complete = false);
void SendSingleActiveTaskToClient(
Client *client,
ClientTaskInformation &task_info,
bool task_complete,
bool bring_up_task_journal = false
);
void SendTaskActivityShort(Client *client, int task_id, int activity_id, int client_task_index);
void SendTaskActivityLong(
Client *client,
int task_id,
int activity_id,
int client_task_index,
bool optional,
bool task_complete = false
);
void SendTaskActivityNew(
Client *client,
int task_id,
int activity_id,
int client_task_index,
bool optional,
bool task_complete = false
);
void SendCompletedTasksToClient(Client *c, ClientTaskState *client_task_state);
void ExplainTask(Client *client, int task_id);
int FirstTaskInSet(int task_set);
int LastTaskInSet(int task_set);
int NextTaskInSet(int task_set, int task_id);
bool IsTaskRepeatable(int task_id);
friend class ClientTaskState;
private:
TaskGoalListManager goal_list_manager;
TaskProximityManager proximity_manager;
TaskInformation *p_task_data[MAXTASKS]{};
std::vector<int> task_sets[MAXTASKSETS];
void SendActiveTaskDescription(
Client *client,
int task_id,
ClientTaskInformation &task_info,
int start_time,
int duration,
bool bring_up_task_journal = false
);
};
#endif //EQEMU_TASK_MANAGER_H

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@ -0,0 +1,80 @@
#include "../common/global_define.h"
#include "../common/repositories/proximities_repository.h"
#include "../common/rulesys.h"
#include "client.h"
#include "mob.h"
#include "quest_parser_collection.h"
#include "task_proximity_manager.h"
#include "tasks.h"
#include "zonedb.h"
TaskProximityManager::TaskProximityManager()
{
}
TaskProximityManager::~TaskProximityManager()
{
}
bool TaskProximityManager::LoadProximities(int zone_id)
{
TaskProximity proximity{};
task_proximities.clear();
auto proximities = ProximitiesRepository::GetWhere(
content_db,
fmt::format("zoneid = {} ORDER BY `zoneid` ASC", zone_id)
);
for (auto &row: proximities) {
proximity.explore_id = row.exploreid;
proximity.min_x = row.minx;
proximity.max_x = row.maxx;
proximity.min_y = row.miny;
proximity.max_y = row.maxy;
proximity.min_z = row.minz;
proximity.max_z = row.maxz;
task_proximities.push_back(proximity);
}
LogTasks("Loaded [{}] Task Proximities", proximities.size());
return true;
}
int TaskProximityManager::CheckProximities(float x, float y, float z)
{
for (auto &task_proximity : task_proximities) {
TaskProximity *p_proximity = &task_proximity;
Log(
Logs::General,
Logs::Tasks,
"[Proximity] Checking %8.3f, %8.3f, %8.3f against %8.3f, %8.3f, %8.3f, %8.3f, %8.3f, %8.3f",
x,
y,
z,
p_proximity->min_x,
p_proximity->max_x,
p_proximity->min_y,
p_proximity->max_y,
p_proximity->min_z,
p_proximity->max_z
);
if (x < p_proximity->min_x || x > p_proximity->max_x || y < p_proximity->min_y || y > p_proximity->max_y ||
z < p_proximity->min_z || z > p_proximity->max_z) {
continue;
}
return p_proximity->explore_id;
}
return 0;
}

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@ -0,0 +1,27 @@
#ifndef EQEMU_TASK_PROXIMITY_MANAGER_H
#define EQEMU_TASK_PROXIMITY_MANAGER_H
struct TaskProximity {
int explore_id;
float min_x;
float max_x;
float min_y;
float max_y;
float min_z;
float max_z;
};
// This class is used for managing proximities so that Quest NPC proximities don't need to be used.
class TaskProximityManager {
public:
TaskProximityManager();
~TaskProximityManager();
bool LoadProximities(int zone_id);
int CheckProximities(float x, float y, float z);
private:
std::vector<TaskProximity> task_proximities;
};
#endif //EQEMU_TASK_PROXIMITY_MANAGER_H

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@ -26,60 +26,13 @@
#define RELOADTASKSETS 3
class Client;
class Mob;
namespace EQ {
class ItemInstance;
}
struct TaskGoalList_Struct {
int ListID;
int Min, Max;
std::vector<int> GoalItemEntries;
};
// This is used for handling lists, loading them from the database, searching them.
// Used for lists of NPCs to kill, items to loot, etc, as well as lists of items to
// reward the player with on completion of the task.
class TaskGoalListManager {
public:
TaskGoalListManager();
~TaskGoalListManager();
bool LoadLists();
int GetListByID(int list_id);
bool IsInList(int list_id, int entry);
int GetFirstEntry(int list_id);
std::vector<int> GetListContents(int list_index);
private:
std::vector<TaskGoalList_Struct> task_goal_lists;
int goal_lists_count;
};
struct TaskProximity {
int explore_id;
float min_x;
float max_x;
float min_y;
float max_y;
float min_z;
float max_z;
};
// This class is used for managing proximities so that Quest NPC proximities don't need to be used.
class TaskProximityManager {
public:
TaskProximityManager();
~TaskProximityManager();
bool LoadProximities(int zone_id);
int CheckProximities(float x, float y, float z);
private:
std::vector<TaskProximity> task_proximities;
};
typedef enum {
METHODSINGLEID = 0,
@ -200,182 +153,4 @@ struct CompletedTaskInformation {
bool activity_done[MAXACTIVITIESPERTASK];
};
class ClientTaskState {
public:
ClientTaskState();
~ClientTaskState();
void ShowClientTasks(Client *client);
inline int GetActiveTaskCount() { return active_task_count; }
int GetActiveTaskID(int index);
bool IsTaskActivityCompleted(TaskType task_type, int index, int activity_id);
int GetTaskActivityDoneCount(TaskType task_type, int index, int activity_id);
int GetTaskActivityDoneCountFromTaskID(int task_id, int activity_id);
int GetTaskStartTime(TaskType task_type, int index);
void AcceptNewTask(Client *client, int task_id, int npc_type_id, bool enforce_level_requirement = false);
void FailTask(Client *client, int task_id);
int TaskTimeLeft(int task_id);
int IsTaskCompleted(int task_id);
bool IsTaskActive(int task_id);
bool IsTaskActivityActive(int task_id, int activity_id);
ActivityState GetTaskActivityState(TaskType task_type, int index, int activity_id);
void UpdateTaskActivity(Client *client, int task_id, int activity_id, int count, bool ignore_quest_update = false);
void ResetTaskActivity(Client *client, int task_id, int activity_id);
void CancelTask(Client *client, int sequence_number, TaskType task_type, bool remove_from_db = true);
void CancelAllTasks(Client *client);
void RemoveTask(Client *client, int sequence_number, TaskType task_type);
void RemoveTaskByTaskID(Client *client, uint32 task_id);
bool UpdateTasksByNPC(Client *client, int activity_type, int npc_type_id);
void UpdateTasksOnKill(Client *client, int npc_type_id);
void UpdateTasksForItem(Client *client, ActivityType activity_type, int item_id, int count = 1);
void UpdateTasksOnExplore(Client *client, int explore_id);
bool UpdateTasksOnSpeakWith(Client *client, int npc_type_id);
bool UpdateTasksOnDeliver(Client *client, std::list<EQ::ItemInstance *> &items, int cash, int npc_type_id);
void UpdateTasksOnTouch(Client *client, int zone_id);
void ProcessTaskProximities(Client *client, float x, float y, float z);
bool TaskOutOfTime(TaskType task_type, int index);
void TaskPeriodicChecks(Client *client);
void SendTaskHistory(Client *client, int task_index);
void RewardTask(Client *client, TaskInformation *task_information);
void EnableTask(int character_id, int task_count, int *task_list);
void DisableTask(int character_id, int task_count, int *task_list);
bool IsTaskEnabled(int task_id);
int EnabledTaskCount(int task_set_id);
int ActiveSpeakTask(int npc_type_id);
int ActiveSpeakActivity(int npc_type_id, int task_id);
int ActiveTasksInSet(int task_set_id);
int CompletedTasksInSet(int task_set_id);
bool HasSlotForTask(TaskInformation *task);
inline bool HasFreeTaskSlot() { return active_task.task_id == TASKSLOTEMPTY; }
friend class TaskManager;
private:
bool UnlockActivities(int character_id, ClientTaskInformation &task_info);
void IncrementDoneCount(
Client *client,
TaskInformation *task_information,
int task_index,
int activity_id,
int count = 1,
bool ignore_quest_update = false
);
inline ClientTaskInformation *GetClientTaskInfo(TaskType task_type, int index)
{
ClientTaskInformation *info = nullptr;
switch (task_type) {
case TaskType::Task:
if (index == 0) {
info = &active_task;
}
break;
case TaskType::Shared:
break;
case TaskType::Quest:
if (index < MAXACTIVEQUESTS) {
info = &active_quests[index];
}
break;
default:
break;
}
return info;
}
int active_task_count;
union { // easier to loop over
struct {
ClientTaskInformation active_task; // only one
ClientTaskInformation active_quests[MAXACTIVEQUESTS];
};
ClientTaskInformation active_tasks[MAXACTIVEQUESTS + 1];
};
// Shared tasks should be limited to 1 as well
std::vector<int> enabled_tasks;
std::vector<CompletedTaskInformation> completed_tasks;
int last_completed_task_loaded;
bool checked_touch_activities;
};
class TaskManager {
public:
TaskManager();
~TaskManager();
int GetActivityCount(int task_id);
bool LoadTasks(int single_task = 0);
void ReloadGoalLists();
inline void LoadProximities(int zone_id)
{
proximity_manager.LoadProximities(zone_id);
}
bool LoadTaskSets();
bool LoadClientState(Client *client, ClientTaskState *client_task_state);
bool SaveClientState(Client *client, ClientTaskState *client_task_state);
void SendTaskSelector(Client *client, Mob *mob, int task_count, int *task_list);
void SendTaskSelectorNew(Client *client, Mob *mob, int task_count, int *task_list);
bool ValidateLevel(int task_id, int player_level);
std::string GetTaskName(uint32 task_id);
TaskType GetTaskType(uint32 task_id);
void TaskSetSelector(Client *client, ClientTaskState *client_task_state, Mob *mob, int task_set_id);
// task list provided by QuestManager (perl/lua)
void TaskQuestSetSelector(
Client *client,
ClientTaskState *client_task_state,
Mob *mob,
int count,
int *tasks
);
void SendActiveTasksToClient(Client *client, bool task_complete = false);
void SendSingleActiveTaskToClient(
Client *client,
ClientTaskInformation &task_info,
bool task_complete,
bool bring_up_task_journal = false
);
void SendTaskActivityShort(Client *client, int task_id, int activity_id, int client_task_index);
void SendTaskActivityLong(
Client *client,
int task_id,
int activity_id,
int client_task_index,
bool optional,
bool task_complete = false
);
void SendTaskActivityNew(
Client *client,
int task_id,
int activity_id,
int client_task_index,
bool optional,
bool task_complete = false
);
void SendCompletedTasksToClient(Client *c, ClientTaskState *client_task_state);
void ExplainTask(Client *client, int task_id);
int FirstTaskInSet(int task_set);
int LastTaskInSet(int task_set);
int NextTaskInSet(int task_set, int task_id);
bool IsTaskRepeatable(int task_id);
friend class ClientTaskState;
private:
TaskGoalListManager goal_list_manager;
TaskProximityManager proximity_manager;
TaskInformation *p_task_data[MAXTASKS]{};
std::vector<int> task_sets[MAXTASKSETS];
void SendActiveTaskDescription(
Client *client,
int task_id,
ClientTaskInformation &task_info,
int start_time,
int duration,
bool bring_up_task_journal = false
);
};
#endif