project-meteor-server/Map Server/Actors/Quest/Scenario.cs

141 lines
3.9 KiB
C#

/*
===========================================================================
Copyright (C) 2015-2019 Project Meteor Dev Team
This file is part of Project Meteor Server.
Project Meteor Server is free software: you can redistribute it and/or modify
it under the terms of the GNU Affero General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Project Meteor Server is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Affero General Public License for more details.
You should have received a copy of the GNU Affero General Public License
along with Project Meteor Server. If not, see <https:www.gnu.org/licenses/>.
===========================================================================
*/
using Meteor.Map.lua;
using Newtonsoft.Json;
using System;
using System.Collections.Generic;
namespace Meteor.Map.Actors
{
class Scenario : Quest
{
private uint currentPhase = 0;
private uint questFlags = 0;
private Dictionary<string, object> questData = new Dictionary<string, object>();
public Scenario(uint actorID, string name)
: base(actorID, name)
{
actorName = name;
}
public Scenario(Quest staticQuest, Player owner, string questDataJson, uint questFlags, uint currentPhase)
: base(staticQuest, owner)
{
this.questFlags = questFlags;
if (questDataJson != null)
this.questData = JsonConvert.DeserializeObject<Dictionary<string, object>>(questDataJson);
else
questData = null;
if (questData == null)
questData = new Dictionary<string, object>();
this.currentPhase = currentPhase;
}
public void SetQuestData(string dataName, object data)
{
questData[dataName] = data;
//Inform update
}
public object GetQuestData(string dataName)
{
if (questData.ContainsKey(dataName))
return questData[dataName];
else
return null;
}
public void ClearQuestData()
{
questData.Clear();
}
public void ClearQuestFlags()
{
questFlags = 0;
}
public void SetQuestFlag(int bitIndex, bool value)
{
if (bitIndex >= 32)
{
Program.Log.Error("Tried to access bit flag >= 32 for questId: {0}", actorId);
return;
}
int mask = 1 << bitIndex;
if (value)
questFlags |= (uint)(1 << bitIndex);
else
questFlags &= (uint)~(1 << bitIndex);
DoCompletionCheck();
}
public bool GetQuestFlag(int bitIndex)
{
if (bitIndex >= 32)
{
Program.Log.Error("Tried to access bit flag >= 32 for questId: {0}", actorId);
return false;
}
else
return (questFlags & (1 << bitIndex)) == (1 << bitIndex);
}
public uint GetPhase()
{
return currentPhase;
}
public void NextPhase(uint phaseNumber)
{
currentPhase = phaseNumber;
owner.SendGameMessage(Server.GetWorldManager().GetActor(), 25116, 0x20, (object)GetQuestId());
SaveData();
DoCompletionCheck();
}
public uint GetQuestFlags()
{
return questFlags;
}
public override string GetSerializedQuestData()
{
return JsonConvert.SerializeObject(questData, Formatting.Indented);
}
public override void SaveData()
{
Database.SaveQuest(owner, this);
}
}
}