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Refactor quests progress

This commit is contained in:
nordsoft
2023-10-11 21:10:42 +02:00
parent 22c9eecd7d
commit 7ccd4cdcb2
7 changed files with 38 additions and 30 deletions

View File

@ -38,7 +38,7 @@ std::map <PlayerColor, std::set <ui8> > CGKeys::playerKeyMap;
//TODO: Remove constructor
CQuest::CQuest():
qid(-1),
progress(NOT_ACTIVE),
isCompleted(false),
lastDay(-1),
killTarget(ObjectInstanceID::NONE),
textOption(0),
@ -450,14 +450,12 @@ void CGSeerHut::initObj(CRandomGenerator & rand)
init(rand);
CRewardableObject::initObj(rand);
quest->progress = CQuest::NOT_ACTIVE;
setObjToKill();
quest->defineQuestName();
if(quest->mission == Rewardable::Limiter{} && quest->killTarget == ObjectInstanceID::NONE)
quest->progress = CQuest::COMPLETE;
quest->isCompleted = true;
if(quest->questName == quest->missionName(0))
{
@ -484,13 +482,15 @@ void CGSeerHut::getRolloverText(MetaString &text, bool onHover) const
std::string CGSeerHut::getHoverText(PlayerColor player) const
{
std::string hoverName = getObjectName();
if(ID == Obj::SEER_HUT && quest->progress != CQuest::NOT_ACTIVE)
if(ID == Obj::SEER_HUT && quest->activeForPlayers.count(player))
{
hoverName = VLC->generaltexth->allTexts[347];
boost::algorithm::replace_first(hoverName, "%s", seerName);
}
if(quest->progress/* & quest->missionType*/) //rollover when the quest is active
if(quest->activeForPlayers.count(player)
&& (quest->mission != Rewardable::Limiter{}
|| quest->killTarget != ObjectInstanceID::NONE)) //rollover when the quest is active
{
MetaString ms;
getRolloverText (ms, true);
@ -499,13 +499,21 @@ std::string CGSeerHut::getHoverText(PlayerColor player) const
return hoverName;
}
void CGSeerHut::setPropertyDer (ui8 what, ui32 val)
void CGSeerHut::setPropertyDer(ui8 what, ui32 val)
{
switch(what)
{
case CGSeerHut::OBJPROP_VISITED:
quest->progress = static_cast<CQuest::EProgress>(val);
case CGSeerHut::SEERHUT_VISITED:
{
quest->activeForPlayers.emplace(val);
break;
}
case CGSeerHut::SEERHUT_COMPLETE:
{
quest->isCompleted = val;
quest->activeForPlayers.clear();
break;
}
}
}
@ -514,7 +522,7 @@ void CGSeerHut::newTurn(CRandomGenerator & rand) const
CRewardableObject::newTurn(rand);
if(quest->lastDay >= 0 && quest->lastDay <= cb->getDate() - 1) //time is up
{
cb->setObjProperty (id, CGSeerHut::OBJPROP_VISITED, CQuest::COMPLETE);
cb->setObjProperty (id, CGSeerHut::SEERHUT_COMPLETE, true);
}
}
@ -522,14 +530,14 @@ void CGSeerHut::onHeroVisit(const CGHeroInstance * h) const
{
InfoWindow iw;
iw.player = h->getOwner();
if(quest->progress < CQuest::COMPLETE)
if(!quest->isCompleted)
{
bool firstVisit = !quest->progress;
bool firstVisit = !quest->activeForPlayers.count(h->getOwner());
bool failRequirements = !checkQuest(h);
if(firstVisit)
{
cb->setObjProperty(id, CGSeerHut::OBJPROP_VISITED, CQuest::IN_PROGRESS);
cb->setObjProperty(id, CGSeerHut::SEERHUT_VISITED, h->getOwner());
AddQuest aq;
aq.quest = QuestInfo (quest, this, visitablePos());
@ -612,10 +620,7 @@ void CGSeerHut::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer)
if(answer)
{
quest->completeQuest(cb, hero);
if(quest && quest->repeatedQuest)
cb->setObjProperty(id, CGSeerHut::OBJPROP_VISITED, CQuest::NOT_ACTIVE);
else
cb->setObjProperty(id, CGSeerHut::OBJPROP_VISITED, CQuest::COMPLETE); //mission complete
cb->setObjProperty(id, CGSeerHut::SEERHUT_COMPLETE, !quest->repeatedQuest); //mission complete
}
}