/*
* This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at your
* option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see .
*/
#ifndef Scenario_h__
#define Scenario_h__
#include "CriteriaHandler.h"
#include
struct ScenarioData;
struct ScenarioEntry;
struct ScenarioStepEntry;
namespace WorldPackets
{
namespace Achievement
{
struct CriteriaProgress;
}
namespace Scenario
{
struct BonusObjectiveData;
class ScenarioState;
}
}
enum ScenarioStepState
{
SCENARIO_STEP_INVALID = 0,
SCENARIO_STEP_NOT_STARTED = 1,
SCENARIO_STEP_IN_PROGRESS = 2,
SCENARIO_STEP_DONE = 3
};
class TC_GAME_API Scenario : public CriteriaHandler
{
public:
Scenario(ScenarioData const* scenarioData);
~Scenario();
void Reset() override;
void SetStep(ScenarioStepEntry const* step);
virtual void CompleteStep(ScenarioStepEntry const* step);
virtual void CompleteScenario();
virtual void OnPlayerEnter(Player* player);
virtual void OnPlayerExit(Player* player);
virtual void Update(uint32 /*diff*/) { }
bool IsComplete();
void SetStepState(ScenarioStepEntry const* step, ScenarioStepState state) { _stepStates[step] = state; }
ScenarioEntry const* GetEntry() const;
ScenarioStepState GetStepState(ScenarioStepEntry const* step);
ScenarioStepEntry const* GetStep() const { return _currentstep; }
ScenarioStepEntry const* GetFirstStep() const;
ScenarioStepEntry const* GetLastStep() const;
void SendScenarioState(Player* player);
void SendBootPlayer(Player* player);
protected:
GuidUnorderedSet _players;
void SendCriteriaUpdate(Criteria const* criteria, CriteriaProgress const* progress, Seconds timeElapsed, bool timedCompleted) const override;
void SendCriteriaProgressRemoved(uint32 /*criteriaId*/) override { }
bool CanUpdateCriteriaTree(Criteria const* criteria, CriteriaTree const* tree, Player* referencePlayer) const override;
bool CanCompleteCriteriaTree(CriteriaTree const* tree) override;
void CompletedCriteriaTree(CriteriaTree const* tree, Player* referencePlayer) override;
void AfterCriteriaTreeUpdate(CriteriaTree const* /*tree*/, Player* /*referencePlayer*/) override { }
void SendPacket(WorldPacket const* data) const override;
void SendAllData(Player const* /*receiver*/) const override { }
void BuildScenarioState(WorldPackets::Scenario::ScenarioState* scenarioState);
std::vector GetBonusObjectivesData();
std::vector GetCriteriasProgress();
CriteriaList const& GetCriteriaByType(CriteriaType type, uint32 asset) const override;
ScenarioData const* _data;
private:
ScenarioStepEntry const* _currentstep;
std::map _stepStates;
};
#endif // Scenario_h__