예제 #1
0
 public Quest(QuestAsRead toCopy)
 {
     Name                 = toCopy.Name;
     QuestType            = toCopy.QuestType;
     LevelRequirement     = toCopy.LevelRequirement;
     World                = toCopy.World;
     UniqueID             = toCopy.UniqueID;
     DiscoveredConditions = toCopy.DiscoveredConditions;
     AvailableConditions  = toCopy.AvailableConditions;
     Reward               = toCopy.Reward;
     GUID                 = toCopy.GUID;
     ObjectivesAsRead     = toCopy.ObjectivesAsRead;
     Subquests            = new List <Quest>();
     if (ObjectivesAsRead != null)
     {
         foreach (QuestObjective qo in ObjectivesAsRead)
         {
             Subquests.Add(FromObjective(qo));
         }
     }
     SubquestsAsRead = toCopy.SubquestsAsRead;
     if (SubquestsAsRead != null)
     {
         foreach (QuestAsRead sub in SubquestsAsRead)
         {
             Subquests.Add(new Quest(sub));
         }
     }
     _status             = QuestStatusState.NotFound;
     Done                = false;
     DiscoverPrompt      = toCopy.DiscoverPrompt;
     AutomaticConditions = toCopy.AutomaticConditions;
     StrictConditions    = toCopy.StrictConditions;
     HideConditions      = toCopy.HideConditions;
 }
        private bool CheckCondition(QuestGUIDState hc)
        {
            QuestStatusState CurrentStatus           = Statuses[GUIDToUniqueID[hc.Value]];
            QuestStatusState StatusForBeingAvailable = hc.ActiveState;

            if (CurrentStatus >= StatusForBeingAvailable)
            {
                return(true);
            }
            return(false);
        }
        private bool DetermineIfAvailable(Quest q)
        {
            if (q.Status == QuestStatusState.Success)
            {
                return(true);
            }
            if (!onlyAccessible)
            {
                return(true);
            }
            if (q.QuestType == "event" && !includeEvents)
            {
                return(false);
            }
            if (q.AvailableConditions.Count == 0)
            {
                return(true);
            }

            if (q.HideConditions != null)
            {
                if (AnyStatesAreMet(q.HideConditions))
                {
                    return(false);
                }
            }
            bool AllAreMet = true;

            //if all are met, then this condition is met
            foreach (QuestCondition qc in q.AvailableConditions)
            {
                bool ThisConditionMet = false;
                //if any are met, then this condition is met
                if (AnyStatesAreMet(qc.GUIDStates))
                {
                    if (q.QuestType == "race")
                    {
                        ThisConditionMet = includeRaces;
                    }
                    if (q.QuestType == "treasure")
                    {
                        ThisConditionMet = includeTreasure;
                    }
                    else
                    {
                        ThisConditionMet = true;
                    }
                }
                AllAreMet = AllAreMet && ThisConditionMet;
            }
            foreach (QuestCondition qc in q.StrictConditions)
            {
                bool ThisConditionMet = false;
                //if any are met, then this condition is met
                foreach (QuestGUIDState qs in qc.GUIDStates)
                {
                    QuestStatusState CurrentStatus           = Statuses[GUIDToUniqueID[qs.Value]];
                    QuestStatusState StatusForBeingAvailable = qs.ActiveState;
                    if (CurrentStatus >= StatusForBeingAvailable)
                    {
                        if (q.QuestType == "event")
                        {
                            ThisConditionMet = includeEvents;
                        }
                        else if (q.QuestType == "race")
                        {
                            ThisConditionMet = includeRaces;
                        }
                        else if (q.QuestType == "treasure")
                        {
                            ThisConditionMet = includeTreasure;
                        }
                        else
                        {
                            ThisConditionMet = true;
                        }
                    }
                }
                AllAreMet = AllAreMet && ThisConditionMet;
            }
            //if any are NOT met, then the quest is not available
            return(AllAreMet);
        }