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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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1.9 kB · 66 lines
C++
at main
123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566#include "stdafx.h"#include "CraftTask.h"#include "..\..\..\Minecraft.World\net.minecraft.world.item.h"
CraftTask::CraftTask( int itemId, int auxValue, int quantity, Tutorial *tutorial, int descriptionId, bool enablePreCompletion /*= true*/, vector<TutorialConstraint *> *inConstraints /*= NULL*/, bool bShowMinimumTime /*=false*/, bool bAllowFade /*=true*/, bool m_bTaskReminders /*=true*/ ) : TutorialTask(tutorial, descriptionId, enablePreCompletion, inConstraints, bShowMinimumTime, bAllowFade, m_bTaskReminders ), m_quantity( quantity ), m_count( 0 ){ m_numItems = 1; m_items = new int[1]; m_items[0] = itemId; m_auxValues = new int[1]; m_auxValues[0] = auxValue;}
CraftTask::CraftTask( int *items, int *auxValues, int numItems, int quantity, Tutorial *tutorial, int descriptionId, bool enablePreCompletion /*= true*/, vector<TutorialConstraint *> *inConstraints /*= NULL*/, bool bShowMinimumTime /*=false*/, bool bAllowFade /*=true*/, bool m_bTaskReminders /*=true*/ ) : TutorialTask(tutorial, descriptionId, enablePreCompletion, inConstraints, bShowMinimumTime, bAllowFade, m_bTaskReminders ), m_quantity( quantity ), m_count( 0 ){ m_numItems = numItems; m_items = new int[m_numItems]; m_auxValues = new int[m_numItems];
for(int i = 0; i < m_numItems; ++i) { m_items[i] = items[i]; m_auxValues[i] = auxValues[i]; }}
CraftTask::~CraftTask(){ delete[] m_items; delete[] m_auxValues;}
void CraftTask::onCrafted(shared_ptr<ItemInstance> item){#ifndef _CONTENT_PACKAGE wprintf(L"CraftTask::onCrafted - %ls\n", item->toString().c_str() );#endif bool itemFound = false; for(int i = 0; i < m_numItems; ++i) { if(m_items[i] == item->id && (m_auxValues[i] == -1 || m_auxValues[i] == item->getAuxValue())) { itemFound = true; break; } }
if(itemFound) { ++m_count; } if( m_count >= m_quantity) { bIsCompleted = true; }}