ModernUO/Projects/UOContent/Engines/ML Quests/MLQuest.cs
Kamron Batman 8282b00ca2
feat: Moves gumps out of the core (#1916)
> [!Important]
> **Developer Note**
> This code change will **completely move gumps out of the core**


### Summary

- Adds `GetGumps()` convenience which exposes methods to Find/Close/Send multiple gumps. This helper is a performance improvement by eliminating the Dictionary<Player, List> lookup for gumps.
2024-08-09 19:07:32 -07:00

308 lines
8.8 KiB
C#

using System;
using System.Collections.Generic;
using Server.Collections;
using Server.Engines.MLQuests.Gumps;
using Server.Engines.MLQuests.Objectives;
using Server.Engines.MLQuests.Rewards;
using Server.Engines.Spawners;
using Server.Gumps;
using Server.Mobiles;
namespace Server.Engines.MLQuests
{
public enum ObjectiveType
{
All,
Any
}
public class MLQuest
{
// You've completed a quest! Don't forget to collect your reward.
public static TextDefinition CompletionNoticeDefault = 1072273;
public static TextDefinition CompletionNoticeShort = 1046258; // Your quest is complete.
// Your quest is complete. Return for your reward.
public static TextDefinition CompletionNoticeShortReturn = 1073775;
// You obtained what you seek, now receive your reward.
public static TextDefinition CompletionNoticeCraft = 1073967;
public MLQuest()
{
Activated = false;
Objectives = new List<BaseObjective>();
ObjectiveType = ObjectiveType.All;
Rewards = new List<BaseReward>();
CompletionNotice = CompletionNoticeDefault;
Instances = new List<MLQuestInstance>();
SaveEnabled = true;
}
public bool Deserialized { get; set; }
public bool SaveEnabled { get; set; }
// TODO: Flags? (Deserialized, SaveEnabled, Activated)
public bool Activated { get; set; }
public List<BaseObjective> Objectives { get; set; }
public ObjectiveType ObjectiveType { get; set; }
public List<BaseReward> Rewards { get; set; }
public List<MLQuestInstance> Instances { get; set; }
public bool OneTimeOnly { get; set; }
public bool HasRestartDelay { get; set; }
public bool IsEscort => HasObjective<EscortObjective>();
public bool IsSkillTrainer => HasObjective<GainSkillObjective>();
public bool RequiresCollection => HasObjective<CollectObjective>() || HasObjective<DeliverObjective>();
public virtual bool RecordCompletion => OneTimeOnly || HasRestartDelay;
public virtual bool IsChainTriggered => false;
public virtual Type NextQuest => null;
public TextDefinition Title { get; set; }
public TextDefinition Description { get; set; }
public TextDefinition RefusalMessage { get; set; }
public TextDefinition InProgressMessage { get; set; }
public TextDefinition CompletionMessage { get; set; }
public TextDefinition CompletionNotice { get; set; }
public virtual int Version => 0;
public bool HasObjective<T>() where T : BaseObjective
{
foreach (var obj in Objectives)
{
if (obj is T)
{
return true;
}
}
return false;
}
public virtual void Generate()
{
if (MLQuestSystem.Debug)
{
Console.WriteLine("INFO: Generating quest: {0}", GetType());
}
}
public MLQuestInstance CreateInstance(IQuestGiver quester, PlayerMobile pm) =>
new(this, quester, pm);
public bool CanOffer(IQuestGiver quester, PlayerMobile pm, bool message) =>
CanOffer(quester, pm, MLQuestSystem.GetContext(pm), message);
public virtual bool CanOffer(IQuestGiver quester, PlayerMobile pm, MLQuestContext context, bool message)
{
if (!Activated || quester.Deleted)
{
return false;
}
if (context != null)
{
if (context.IsFull)
{
if (message)
{
MLQuestSystem.Tell(quester, pm, 1080107); // I'm sorry, I have nothing for you at this time.
}
return false;
}
var checkQuest = this;
while (checkQuest != null)
{
if (context.HasDoneQuest(checkQuest, out var nextAvailable))
{
if (checkQuest.OneTimeOnly)
{
if (message)
{
MLQuestSystem.Tell(quester, pm, 1075454); // I cannot offer you the quest again.
}
return false;
}
if (nextAvailable > Core.Now)
{
if (message)
{
// I'm sorry, but I don't have anything else for you right now.
// Could you check back with me in a few minutes?
MLQuestSystem.Tell(quester, pm, 1075575);
}
return false;
}
}
if (checkQuest.NextQuest == null)
{
break;
}
checkQuest = MLQuestSystem.FindQuest(checkQuest.NextQuest);
}
}
foreach (var obj in Objectives)
{
if (!obj.CanOffer(quester, pm, message))
{
return false;
}
}
return true;
}
public virtual void SendOffer(IQuestGiver quester, PlayerMobile pm)
{
pm.SendGump(new QuestOfferGump(this, quester, pm));
}
public virtual void OnAccept(IQuestGiver quester, PlayerMobile pm)
{
if (!CanOffer(quester, pm, true))
{
return;
}
var instance = CreateInstance(quester, pm);
pm.SendLocalizedMessage(1049019); // You have accepted the Quest.
pm.SendSound(0x2E7); // private sound
OnAccepted(instance);
foreach (var obj in instance.Objectives)
{
obj.OnQuestAccepted();
}
}
public virtual void OnAccepted(MLQuestInstance instance)
{
}
public virtual void OnRefuse(IQuestGiver quester, PlayerMobile pm)
{
pm.SendGump(new QuestConversationGump(this, pm, RefusalMessage));
}
public virtual void GetRewards(MLQuestInstance instance)
{
instance.SendRewardGump();
}
public virtual void OnRewardClaimed(MLQuestInstance instance)
{
}
public virtual void OnCancel(MLQuestInstance instance)
{
}
public virtual void OnQuesterDeleted(MLQuestInstance instance)
{
}
public virtual void OnPlayerDeath(MLQuestInstance instance)
{
}
public virtual TimeSpan GetRestartDelay() => TimeSpan.FromSeconds(Utility.Random(1, 5) * 30);
public static void Serialize(IGenericWriter writer, MLQuest quest)
{
MLQuestSystem.WriteQuestRef(writer, quest);
writer.Write(quest.Version);
}
public static void Deserialize(IGenericReader reader, int version)
{
var quest = MLQuestSystem.ReadQuestRef(reader);
var oldVersion = reader.ReadInt();
if (quest == null)
{
return; // not saved or no longer exists
}
quest.Refresh(oldVersion);
quest.Deserialized = true;
}
public virtual void Refresh(int oldVersion)
{
}
public void PutSpawner(Spawner s, Point3D loc, Map map)
{
var name = $"MLQS-{GetType().Name}";
using var queue = PooledRefQueue<Item>.Create();
foreach (var item in map.GetItemsAt(loc))
{
// This predates GUIDs. Let's build these spawners and export them so we can delete this code!
if (item is BaseSpawner spawner && spawner.Name == name)
{
queue.Enqueue(item);
}
}
while (queue.Count > 0)
{
queue.Dequeue().Delete();
}
s.Name = name;
s.MoveToWorld(loc, map);
}
public static void PutDeco(Item deco, Point3D loc, Map map)
{
using var queue = PooledRefQueue<Item>.Create();
foreach (var item in map.GetItemsAt(loc))
{
if (item.ItemID == deco.ItemID && item.Z == loc.Z)
{
queue.Enqueue(item);
}
}
while (queue.Count > 0)
{
queue.Dequeue().Delete();
}
deco.MoveToWorld(loc, map);
}
}
}