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Some live tasks make new elements available without requiring all currently active ones to be completed first. This adds the `req_activity_id` field to task activities which will mark an element active if its required activity id is completed. If a valid value is set then it's used instead of checking the current step. The `step` field may still be set on rows with a valid `req_activity_id` to specify its logical step and prevent later steps from becoming active until completed. It's only ignored when deciding if the current element is active. The legacy task logic for unlocking activities was completely refactored for this. A common method has been added so both zone and world can make use of it to determine which elements are currently active. The previous step system should remain unchanged. The world logic for locking shared tasks when an element became active did not account for "sequential" mode (all steps 0), unordered steps, or gaps in step numbers. This also resolves that issue.
102 lines
3.1 KiB
C++
102 lines
3.1 KiB
C++
#ifndef EQEMU_TASK_MANAGER_H
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#define EQEMU_TASK_MANAGER_H
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#include "tasks.h"
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#include "task_client_state.h"
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#include "task_proximity_manager.h"
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#include "task_goal_list_manager.h"
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#include "../common/types.h"
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#include "../common/repositories/character_tasks_repository.h"
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#include <list>
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#include <vector>
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#include <string>
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#include <algorithm>
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class Client;
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class Mob;
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class TaskManager {
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public:
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TaskManager();
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~TaskManager();
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int GetActivityCount(int task_id);
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bool LoadTasks(int single_task = 0);
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void ReloadGoalLists();
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inline void LoadProximities(int zone_id)
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{
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m_proximity_manager.LoadProximities(zone_id);
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}
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bool LoadTaskSets();
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bool LoadClientState(Client *client, ClientTaskState *client_task_state);
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bool SaveClientState(Client *client, ClientTaskState *client_task_state);
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void SendTaskSelector(Client *client, Mob *mob, int task_count, int *task_list);
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bool ValidateLevel(int task_id, int player_level);
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std::string GetTaskName(uint32 task_id);
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TaskType GetTaskType(uint32 task_id);
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void TaskSetSelector(Client *client, ClientTaskState *client_task_state, Mob *mob, int task_set_id);
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// task list provided by QuestManager (perl/lua)
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void TaskQuestSetSelector(
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Client *client,
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ClientTaskState *client_task_state,
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Mob *mob,
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int count,
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int *tasks
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);
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void SharedTaskSelector(Client* client, Mob* mob, int count, const int* tasks);
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void SendActiveTasksToClient(Client *client, bool task_complete = false);
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void SendSingleActiveTaskToClient(
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Client *client,
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ClientTaskInformation &task_info,
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bool task_complete,
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bool bring_up_task_journal = false
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);
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void SendTaskActivityShort(Client *client, int task_id, int activity_id, int client_task_index);
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void SendTaskActivityLong(
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Client *client,
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int task_id,
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int activity_id,
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int client_task_index,
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bool task_complete = false
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);
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void SendCompletedTasksToClient(Client *c, ClientTaskState *client_task_state);
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int FirstTaskInSet(int task_set);
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int LastTaskInSet(int task_set);
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int NextTaskInSet(int task_set, int task_id);
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bool IsTaskRepeatable(int task_id);
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bool IsActiveTaskComplete(ClientTaskInformation& client_task);
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friend class ClientTaskState;
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// shared tasks
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void SyncClientSharedTaskState(Client *c, ClientTaskState *cts);
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void HandleUpdateTasksOnKill(Client *client, uint32 npc_type_id, NPC* npc);
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private:
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TaskGoalListManager m_goal_list_manager;
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TaskProximityManager m_proximity_manager;
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TaskInformation *m_task_data[MAXTASKS]{};
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std::vector<int> m_task_sets[MAXTASKSETS];
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void SendActiveTaskDescription(
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Client *client,
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int task_id,
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ClientTaskInformation &task_info,
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int start_time,
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int duration,
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bool bring_up_task_journal = false
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);
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void SendActiveTaskToClient(ClientTaskInformation *task, Client *client, int task_index, bool task_complete);
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// shared tasks
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void SyncClientSharedTaskWithPersistedState(Client *c, ClientTaskState *cts);
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void SyncClientSharedTaskRemoveLocalIfNotExists(Client *c, ClientTaskState *cts);
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void SendSharedTaskSelector(Client* client, Mob* mob, int task_count, int* task_list);
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void SyncClientSharedTaskStateToLocal(Client *c);
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};
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#endif //EQEMU_TASK_MANAGER_H
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