Example #1
0
 public QuestReward(GS.Data.ObjectData _data = null, QuestRewardType _type = QuestRewardType.Primary, int _rewardSize = 1)
 {
     data       = _data;
     type       = _type;
     rewardSize = _rewardSize;
 }
Example #2
0
 private void Awake()
 {
     questGiver = GetComponent <GS.Data.ObjectStatus>().Object;
 }
Example #3
0
        // QuestGiver doesn't need to know quests.
        // They are given to them either in the scene or using QuestFinder.
        //public void GetQuestGiverQuests(QuestGiver _giver) {  }
        public QuestLink[] GetQuestGiverQuests(GS.Data.ObjectData _object)
        {
            // Search QuestGiver through all QuestLinks.
            List <QuestLink> links = new List <QuestLink>();

            links.AddRange(Resources.FindObjectsOfTypeAll <QuestLink>());
            links = links.FindAll((obj) => (obj.questStart == _object || obj.questEnd == _object));

            List <QuestProgress> list = new List <QuestProgress>();

            list.AddRange(quests);
            list.AddRange(progress.Quests);
            list.TrimExcess();

            List <QuestProgress> knownQuests = new List <QuestProgress>();

            // Search links through known quests.
            // Take all quests as done or locked quests are parsed away later.
            foreach (QuestLink _link in links)
            {
                knownQuests.AddRange(list.FindAll((obj) => obj.line == _link.line));
            }

            // If some quests aren't known, Add them to list if they are available.
            if (links.Count != knownQuests.Count)
            {
                // Look through required quests and check if requirements are met using QuestData.
                list = new List <QuestProgress>();
                foreach (QuestLink _link in links)
                {
                    if (knownQuests.FindAll((obj) => (obj.line == _link.line)).Count.Equals(0))
                    {
                        QuestProgress _quest;
                        _quest.line         = _link.line;
                        _quest.currentQuest = 0;
                        _quest.state        = QuestState.Searching;
                        _quest.tasks        = null;
                        list.Add(_quest);
                    }
                }

                // If quest meets the requirements.
                List <QuestProgress> removes = new List <QuestProgress>();
                List <QuestProgress> _list   = new List <QuestProgress>();
                _list.AddRange(progress.Quests);
                foreach (QuestProgress _linkQuest in list)
                {
                    QuestProgress quest;
                    foreach (QuestData _data in _linkQuest.line.quests[_linkQuest.currentQuest].requiredQuests)
                    {
                        // Get the QuestLine QuestProgress.
                        quest = _list.Find((obj) => (obj.line.quests[obj.currentQuest] == _data));

                        // Are these required quests completed?
                        if (quest.line != null)
                        {
                            // QuestLine has been seen before.
                            if (quest.line.ContainsQuest(_data, out int position))
                            {
                                // If required quest is still not done.
                                if (quest.currentQuest <= position && !quest.state.Equals(QuestState.Done))
                                {
                                    removes.Add(_linkQuest);
                                    break;
                                }
                            }
                        }
                        // Never seen this QuestLine before.
                        else
                        {
                            removes.Add(_linkQuest);
                            break;
                        }
                    }
                }

                // Remove quests from list as it's unavailable.
                foreach (QuestProgress _quest in removes)
                {
                    list.Remove(_quest);
                }
            }
            else
            {
                list = new List <QuestProgress>();
            }

            // Combine known and unknown quests to single list.
            list.AddRange(
                // Remove completed or locked quests from the list.
                knownQuests.FindAll((obj) => !(obj.state == QuestState.Done || obj.state == QuestState.Locked))
                );

            // Remove links which doesn't meet the requirements.
            List <QuestLink> removeLink = new List <QuestLink>();

            foreach (QuestLink _link in links)
            {
                // If QuestLine isn't found, add it to remove list.
                if (list.FindAll((obj) => obj.line == _link.line).Count.Equals(0))
                {
                    removeLink.Add(_link);
                }
            }

            // Remove QuestLinks which QuestLine couldn't be started yet.
            foreach (QuestLink _link in removeLink)
            {
                links.Remove(_link);
            }

            // Finally get to return list of quest links...
            return(links.ToArray());
        }