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the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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1.6 kB · 69 lines
C++
at main
123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869#include "stdafx.h"#include "Tutorial.h"#include "AreaTask.h"
AreaTask::AreaTask(eTutorial_State state, Tutorial *tutorial, vector<TutorialConstraint *> *inConstraints, int descriptionId, EAreaTaskCompletionStates completionState) : TutorialTask( tutorial, descriptionId, false, inConstraints, false, false, false ){ m_tutorialState = state; if(m_tutorialState == e_Tutorial_State_Gameplay) { enableConstraints(true); } m_completionState = completionState;}
bool AreaTask::isCompleted(){ if(bIsCompleted) return true;
bool complete = false; switch(m_completionState) { case eAreaTaskCompletion_CompleteOnConstraintsSatisfied: { bool allSatisfied = true; for(AUTO_VAR(it, constraints.begin()); it != constraints.end(); ++it) { TutorialConstraint *constraint = *it; if(!constraint->isConstraintSatisfied(tutorial->getPad())) { allSatisfied = false; break; } } complete = allSatisfied; } break; case eAreaTaskCompletion_CompleteOnActivation: complete = bHasBeenActivated; break; }; bIsCompleted = complete; return complete;}
void AreaTask::setAsCurrentTask(bool active){ TutorialTask::setAsCurrentTask(active);
if(m_completionState == eAreaTaskCompletion_CompleteOnConstraintsSatisfied) { enableConstraints(active); }}
void AreaTask::onStateChange(eTutorial_State newState){ if(m_completionState == eAreaTaskCompletion_CompleteOnActivation) { if(m_tutorialState == newState) { enableConstraints(true); } else if(m_tutorialState != e_Tutorial_State_Gameplay) { //enableConstraints(false); } }}