// Fill out your copyright notice in the Description page of Project Settings. #include "Quest.h" #include "the_twilight_abyss/BaseItems/InventoryComponent.h" bool UQuest::CheckConditions(UWorldState* WorldState) const { if (!IsValid(Goals)) return true; if (WorldStateMatch(WorldState, Goals)) return true; return false; } bool UQuest::CheckPreConditions(UWorldState* WorldState) const { if (!IsValid(PreConditions)) return true; if (WorldStateMatch(WorldState, PreConditions)) return true; return false; } void UQuest::ApplyRewards(UInventoryComponent* Inventory) { for (UBaseItem* Item : Rewards) { Inventory->AddItem(Item); } } bool UQuest::WorldStateMatch(UWorldState* A, UWorldState* B) { for (UBaseItem* Item : B->Items) { if (!A->Items.Contains(Item) && Item->StackCount > A->Items[A->Items.Find(Item)]->StackCount) { return false; } } for (TTuple Flag : B->QuestFlags) { if (!A->QuestFlags.Contains(Flag.Key) || A->QuestFlags[Flag.Key] != Flag.Value) { return false; } } return true; }