ModernUO/Scripts/Engines/MLQuests/MLQuest.cs
eos 35fbffdb51 ML quest system; first SVN release.
Secondary changes:
- Region fixes, mainly for New Haven.
- Recipe system changes.
- Enabled ML craftables.
- Dyeing/cutting restrictions for quest items.
- Moved IsInvulnerable from BaseVendor to BaseCreature.
- Moved RandomBrightHue to Utility.
- Items no longer decay when attached to a spawner.
- Quest item hue is now faked through packets, instead of overriding Hue.
- Re-enabled item drag effects for SA clients.
- Fixed AssignRandomFacialHair bug in Utility.
- Added random hue comments to Utility.
2013-02-03 01:05:17 +00:00

332 lines
8.4 KiB
C#

using System;
using System.Collections.Generic;
using Server;
using Server.Engines.MLQuests.Gumps;
using Server.Engines.MLQuests.Objectives;
using Server.Engines.MLQuests.Rewards;
using Server.Mobiles;
namespace Server.Engines.MLQuests
{
public enum ObjectiveType
{
All,
Any
}
public class MLQuest
{
private bool m_Deserialized;
private bool m_SaveEnabled;
public bool Deserialized
{
get { return m_Deserialized; }
set { m_Deserialized = value; }
}
public bool SaveEnabled
{
get { return m_SaveEnabled; }
set { m_SaveEnabled = value; }
}
private bool m_Activated;
private List<BaseObjective> m_Objectives;
private ObjectiveType m_ObjectiveType;
private List<BaseReward> m_Rewards;
private List<BaseCreature> m_Questers;
private List<MLQuestInstance> m_Instances;
private TextDefinition m_Title;
private TextDefinition m_Description;
private TextDefinition m_RefuseMessage;
private TextDefinition m_InProgressMessage;
private TextDefinition m_CompleteMessage;
// TODO: Flags? (Deserialized, SaveEnabled, Activated)
private bool m_OneTimeOnly;
public bool Activated
{
get { return m_Activated; }
set { m_Activated = value; }
}
public List<BaseObjective> Objectives
{
get { return m_Objectives; }
set { m_Objectives = value; }
}
public ObjectiveType ObjectiveType
{
get { return m_ObjectiveType; }
set { m_ObjectiveType = value; }
}
public List<BaseReward> Rewards
{
get { return m_Rewards; }
set { m_Rewards = value; }
}
public List<BaseCreature> Questers
{
get { return m_Questers; }
set { m_Questers = value; }
}
public List<MLQuestInstance> Instances
{
get { return m_Instances; }
set { m_Instances = value; }
}
public bool OneTimeOnly
{
get { return m_OneTimeOnly; }
set { m_OneTimeOnly = value; }
}
public bool HasObjective<T>() where T : BaseObjective
{
foreach ( BaseObjective obj in m_Objectives )
{
if ( obj is T )
return true;
}
return false;
}
public bool IsEscort
{
get { return HasObjective<EscortObjective>(); }
}
public bool IsSkillTrainer
{
get { return HasObjective<GainSkillObjective>(); }
}
public bool RequiresCollection
{
get { return HasObjective<CollectObjective>() || HasObjective<DeliverObjective>(); }
}
public virtual bool RecordCompletion
{
// TODO
get { return ( m_OneTimeOnly /* || HasRestartDelay */ ); }
}
public virtual bool IsChainTriggered { get { return false; } }
public virtual Type NextQuest { get { return null; } }
public TextDefinition Title { get { return m_Title; } set { m_Title = value; } }
public TextDefinition Description { get { return m_Description; } set { m_Description = value; } }
public TextDefinition RefusalMessage { get { return m_RefuseMessage; } set { m_RefuseMessage = value; } }
public TextDefinition InProgressMessage { get { return m_InProgressMessage; } set { m_InProgressMessage = value; } }
public TextDefinition CompletionMessage { get { return m_CompleteMessage; } set { m_CompleteMessage = value; } }
public MLQuest()
{
m_Activated = false;
m_Objectives = new List<BaseObjective>();
m_ObjectiveType = ObjectiveType.All;
m_Rewards = new List<BaseReward>();
m_Questers = new List<BaseCreature>();
m_Instances = new List<MLQuestInstance>();
m_SaveEnabled = true;
}
public void Register( BaseCreature quester )
{
if ( MLQuestSystem.Debug )
Console.WriteLine( "INFO: Registering quester: {0} => {1}", quester.Serial, GetType().Name );
m_Questers.Add( quester );
}
public void Unregister( BaseCreature quester )
{
if ( MLQuestSystem.Debug )
Console.WriteLine( "INFO: Unregistering quester: {0} => {1}", quester.Serial, GetType().Name );
m_Questers.Remove( quester );
for ( int i = m_Instances.Count - 1; i >= 0; --i )
{
MLQuestInstance instance = m_Instances[i];
if ( instance.Quester == quester )
instance.OnQuesterDeleted();
}
}
public virtual void Generate()
{
if ( MLQuestSystem.Debug )
Console.WriteLine( "INFO: Generating quest: {0}", GetType() );
}
#region Generation Methods
public void PutSpawner( Spawner s, Point3D loc, Map map )
{
// Auto cleanup on regeneration
/*
List<Item> toDelete = new List<Item>();
foreach ( Item item in map.GetItemsInRange( loc, 0 ) )
{
if ( item is Spawner )
toDelete.Add( item );
}
foreach ( Item item in toDelete )
item.Delete();
*/
s.Name = String.Format( "MLQS-{0}", GetType().Name );
s.MoveToWorld( loc, map );
}
#endregion
public MLQuestInstance CreateInstance( BaseCreature quester, PlayerMobile pm )
{
return new MLQuestInstance( this, quester, pm );
}
public virtual bool CanOffer( BaseCreature quester, PlayerMobile pm )
{
if ( !m_Activated || quester.Deleted || !m_Questers.Contains( quester ) )
return false;
MLQuestContext context = MLQuestSystem.GetContext( pm );
if ( context != null )
{
if ( context.IsFull )
{
MLQuestSystem.Tell( quester, pm, 1080107 ); // I'm sorry, I have nothing for you at this time.
return false;
}
DateTime lastDone;
// TODO: Also recursively check NextQuest? (This would explain Aemaeth1)
if ( context.HasDoneQuest( this, out lastDone ) )
{
if ( m_OneTimeOnly )
{
MLQuestSystem.Tell( quester, pm, 1075454 ); // I cannot offer you the quest again.
return false;
}
//else if ( m_RestartDelay > TimeSpan.Zero && lastDone + m_RestartDelay > DateTime.Now )
//{
// MLQuestSystem.Tell( quester, pm, "Piss off!" );
// return false;
//}
}
}
// Note: On OSI this is checked before max concurrent / one time only (at least for EscortObjective),
// but it's more intuitive for players to have it here
foreach ( BaseObjective obj in m_Objectives )
{
if ( !obj.CanOffer( quester, pm ) )
return false;
}
return true;
}
public virtual void SendOffer( BaseCreature quester, PlayerMobile pm )
{
pm.SendGump( new QuestOfferGump( this, quester, pm ) );
}
public virtual void OnAccept( BaseCreature quester, PlayerMobile pm )
{
if ( !CanOffer( quester, pm ) )
return;
MLQuestInstance instance = CreateInstance( quester, pm );
pm.SendLocalizedMessage( 1049019 ); // You have accepted the Quest.
pm.SendSound( 0x2E7 ); // private sound
foreach ( BaseObjectiveInstance obj in instance.Objectives )
obj.OnQuestAccepted();
}
public virtual void OnRefuse( BaseCreature quester, PlayerMobile pm )
{
if ( !CanOffer( quester, pm ) )
return;
pm.SendGump( new QuestConversationGump( this, pm, RefusalMessage ) );
}
// Note: Be careful with awarding stuff in OnComplete (like fame), this CAN
// be triggered multiple times for certain objectives. Use OnRewardClaimed instead.
public virtual void OnComplete( MLQuestInstance instance )
{
instance.Player.SendLocalizedMessage( 1072273, "", 0x23 ); // You've completed a quest! Don't forget to collect your reward.
// Note: For some quests this message is sent instead:
//instance.Player.SendLocalizedMessage( 1073775, "", 0x23 ); // Your quest is complete. Return for your reward.
}
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 static void Serialize( GenericWriter writer, MLQuest quest )
{
MLQuestSystem.WriteQuestRef( writer, quest );
writer.Write( quest.Version );
}
public static void Deserialize( GenericReader reader, int version )
{
MLQuest quest = MLQuestSystem.ReadQuestRef( reader );
int oldVersion = reader.ReadInt();
if ( quest == null )
return; // not saved or no longer exists
quest.Refresh( oldVersion );
quest.m_Deserialized = true;
}
public virtual int Version { get { return 0; } }
public virtual void Refresh( int oldVersion )
{
}
}
}