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