ModernUO/Projects/Scripts/Engines/MLQuests/MLQuestContext.cs
2019-12-30 12:16:35 -08:00

269 lines
6.8 KiB
C#

using System;
using System.Collections.Generic;
using Server.Mobiles;
namespace Server.Engines.MLQuests
{
[Flags]
public enum MLQuestFlag
{
None = 0x00,
Spellweaving = 0x01,
SummonFey = 0x02,
SummonFiend = 0x04,
BedlamAccess = 0x08
}
[PropertyObject]
public class MLQuestContext
{
private List<MLDoneQuestInfo> m_DoneQuests;
private MLQuestFlag m_Flags;
public MLQuestContext(PlayerMobile owner)
{
Owner = owner;
QuestInstances = new List<MLQuestInstance>();
m_DoneQuests = new List<MLDoneQuestInfo>();
ChainOffers = new List<MLQuest>();
m_Flags = MLQuestFlag.None;
}
public MLQuestContext(IGenericReader reader, int version)
{
Owner = reader.ReadMobile<PlayerMobile>();
QuestInstances = new List<MLQuestInstance>();
m_DoneQuests = new List<MLDoneQuestInfo>();
ChainOffers = new List<MLQuest>();
int instances = reader.ReadInt();
for (int i = 0; i < instances; ++i)
{
MLQuestInstance instance = MLQuestInstance.Deserialize(reader, version, Owner);
if (instance != null)
QuestInstances.Add(instance);
}
int doneQuests = reader.ReadInt();
for (int i = 0; i < doneQuests; ++i)
{
MLDoneQuestInfo info = MLDoneQuestInfo.Deserialize(reader, version);
if (info != null)
m_DoneQuests.Add(info);
}
int chainOffers = reader.ReadInt();
for (int i = 0; i < chainOffers; ++i)
{
MLQuest quest = MLQuestSystem.ReadQuestRef(reader);
if (quest?.IsChainTriggered == true)
ChainOffers.Add(quest);
}
m_Flags = (MLQuestFlag)reader.ReadEncodedInt();
}
public PlayerMobile Owner{ get; }
public List<MLQuestInstance> QuestInstances{ get; }
public List<MLQuest> ChainOffers{ get; }
[CommandProperty(AccessLevel.GameMaster)]
public bool IsFull => QuestInstances.Count >= MLQuestSystem.MaxConcurrentQuests;
[CommandProperty(AccessLevel.GameMaster)]
public bool Spellweaving
{
get => GetFlag(MLQuestFlag.Spellweaving);
set => SetFlag(MLQuestFlag.Spellweaving, value);
}
[CommandProperty(AccessLevel.GameMaster)]
public bool SummonFey
{
get => GetFlag(MLQuestFlag.SummonFey);
set => SetFlag(MLQuestFlag.SummonFey, value);
}
[CommandProperty(AccessLevel.GameMaster)]
public bool SummonFiend
{
get => GetFlag(MLQuestFlag.SummonFiend);
set => SetFlag(MLQuestFlag.SummonFiend, value);
}
[CommandProperty(AccessLevel.GameMaster)]
public bool BedlamAccess
{
get => GetFlag(MLQuestFlag.BedlamAccess);
set => SetFlag(MLQuestFlag.BedlamAccess, value);
}
public bool HasDoneQuest(Type questType)
{
MLQuest quest = MLQuestSystem.FindQuest(questType);
return quest != null && HasDoneQuest(quest);
}
public bool HasDoneQuest(MLQuest quest)
{
foreach (MLDoneQuestInfo info in m_DoneQuests)
if (info.m_Quest == quest)
return true;
return false;
}
public bool HasDoneQuest(MLQuest quest, out DateTime nextAvailable)
{
nextAvailable = DateTime.MinValue;
foreach (MLDoneQuestInfo info in m_DoneQuests)
if (info.m_Quest == quest)
{
nextAvailable = info.m_NextAvailable;
return true;
}
return false;
}
public void SetDoneQuest(MLQuest quest)
{
SetDoneQuest(quest, DateTime.MinValue);
}
public void SetDoneQuest(MLQuest quest, DateTime nextAvailable)
{
foreach (MLDoneQuestInfo info in m_DoneQuests)
if (info.m_Quest == quest)
{
info.m_NextAvailable = nextAvailable;
return;
}
m_DoneQuests.Add(new MLDoneQuestInfo(quest, nextAvailable));
}
public void RemoveDoneQuest(MLQuest quest)
{
for (int i = m_DoneQuests.Count - 1; i >= 0; --i)
{
MLDoneQuestInfo info = m_DoneQuests[i];
if (info.m_Quest == quest)
m_DoneQuests.RemoveAt(i);
}
}
public void HandleDeath()
{
for (int i = QuestInstances.Count - 1; i >= 0; --i)
QuestInstances[i].OnPlayerDeath();
}
public void HandleDeletion()
{
for (int i = QuestInstances.Count - 1; i >= 0; --i)
QuestInstances[i].Remove();
}
public MLQuestInstance FindInstance(Type questType)
{
MLQuest quest = MLQuestSystem.FindQuest(questType);
if (quest == null)
return null;
return FindInstance(quest);
}
public MLQuestInstance FindInstance(MLQuest quest)
{
foreach (MLQuestInstance instance in QuestInstances)
if (instance.Quest == quest)
return instance;
return null;
}
public bool IsDoingQuest(Type questType)
{
MLQuest quest = MLQuestSystem.FindQuest(questType);
return quest != null && IsDoingQuest(quest);
}
public bool IsDoingQuest(MLQuest quest) => FindInstance(quest) != null;
public void Serialize(IGenericWriter writer)
{
// Version info is written in MLQuestPersistence.Serialize
writer.WriteMobile(Owner);
writer.Write(QuestInstances.Count);
foreach (MLQuestInstance instance in QuestInstances)
instance.Serialize(writer);
writer.Write(m_DoneQuests.Count);
foreach (MLDoneQuestInfo info in m_DoneQuests)
info.Serialize(writer);
writer.Write(ChainOffers.Count);
foreach (MLQuest quest in ChainOffers)
MLQuestSystem.WriteQuestRef(writer, quest);
writer.WriteEncodedInt((int)m_Flags);
}
public bool GetFlag(MLQuestFlag flag) => (m_Flags & flag) != 0;
public void SetFlag(MLQuestFlag flag, bool value)
{
if (value)
m_Flags |= flag;
else
m_Flags &= ~flag;
}
private class MLDoneQuestInfo
{
public DateTime m_NextAvailable;
public MLQuest m_Quest;
public MLDoneQuestInfo(MLQuest quest, DateTime nextAvailable)
{
m_Quest = quest;
m_NextAvailable = nextAvailable;
}
public void Serialize(IGenericWriter writer)
{
MLQuestSystem.WriteQuestRef(writer, m_Quest);
writer.Write(m_NextAvailable);
}
public static MLDoneQuestInfo Deserialize(IGenericReader reader, int version)
{
MLQuest quest = MLQuestSystem.ReadQuestRef(reader);
DateTime nextAvailable = reader.ReadDateTime();
if (quest?.RecordCompletion != true)
return null; // forget about this record
return new MLDoneQuestInfo(quest, nextAvailable);
}
}
}
}