AzureAbyss/Source/the_twilight_abyss/Quest/QuestSystem.cpp

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// Fill out your copyright notice in the Description page of Project Settings.
#include "QuestSystem.h"
// Sets default values for this component's properties
UQuestSystem::UQuestSystem()
{
// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
// off to improve performance if you don't need them.
PrimaryComponentTick.bCanEverTick = true;
static ConstructorHelpers::FClassFinder<UUserWidget> QuestWidgetClass(TEXT("/Game/Blueprints/Quest_UI/Quest_UI"));
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QuestWidget = QuestWidgetClass.Class;
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}
// Called when the game starts
void UQuestSystem::BeginPlay()
{
Super::BeginPlay();
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PlayerInventory = GetOwner()->FindComponentByClass<UInventoryComponent>();
PlayerInventory->OnInventoryUpdated.AddDynamic(this, &UQuestSystem::CheckActiveQuestConditions);
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}
// Called every frame
void UQuestSystem::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
}
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void UQuestSystem::CheckActiveQuestConditions()
{
for (UQuest* Quest : ActiveQuests)
{
if (Quest->CheckConditions(GetWorldState()))
{
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GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("Quest Completed!"));
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CompletedQuests.Add(Quest);
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Quest->ApplyRewards(PlayerInventory);
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}
}
}
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UWorldState* UQuestSystem::GetWorldState() const
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{
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UWorldState* WorldState = NewObject<UWorldState>();
WorldState->Items = PlayerInventory->Items;
WorldState->QuestFlags = QuestFlags;
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return WorldState;
}
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void UQuestSystem::AddQuest(UQuest* Quest)
{
ActiveQuests.Add(Quest);
}
void UQuestSystem::AddQuestFlag(const FString FlagName, const bool FlagValue)
{
QuestFlags.Add(FlagName, FlagValue);
CheckActiveQuestConditions();
}