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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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2.8 kB · 67 lines
C
at main
12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667#pragma onceusing namespace std;#include "TutorialEnum.h"
class Level;class Tutorial;class TutorialConstraint;class MobEffect;class Entity;
// A class that represents each individual task in the tutorial.//// Members:// enablePreCompletion - If this is true, then the player can complete this task out of sequence.// This stops us asking them to do things they have already done// constraints - A list of constraints which can be activated (as a whole).// If they are active, then the constraints are removed when the task is completed// areConstraintsEnabled- A flag which records whether or not we have added the constraints to the tutorialclass TutorialTask{protected: int descriptionId; int m_promptId; Tutorial *tutorial; bool enablePreCompletion; bool bHasBeenActivated; bool m_bAllowFade; bool m_bTaskReminders; bool m_bShowMinimumTime; protected: bool bIsCompleted; bool m_bShownForMinimumTime; vector<TutorialConstraint *> constraints; bool areConstraintsEnabled;public: TutorialTask(Tutorial *tutorial, int descriptionId, bool enablePreCompletion, vector<TutorialConstraint *> *inConstraints, bool bShowMinimumTime=false, bool bAllowFade=true, bool bTaskReminders=true ); virtual ~TutorialTask();
virtual int getDescriptionId() { return descriptionId; } virtual int getPromptId() { return m_promptId; }
virtual bool isCompleted() = 0; virtual eTutorial_CompletionAction getCompletionAction() { return e_Tutorial_Completion_None; } virtual bool isPreCompletionEnabled() { return enablePreCompletion; } virtual void taskCompleted(); virtual void enableConstraints(bool enable, bool delayRemove = false); virtual void setAsCurrentTask(bool active = true);
virtual void setShownForMinimumTime() { m_bShownForMinimumTime = true; } virtual bool hasBeenActivated() { return bHasBeenActivated; } virtual bool AllowFade() { return m_bAllowFade;} bool TaskReminders() { return m_bTaskReminders;} virtual bool ShowMinimumTime() { return m_bShowMinimumTime;}
virtual void useItemOn(Level *level, shared_ptr<ItemInstance> item, int x, int y, int z, bool bTestUseOnly=false) { } virtual void useItem(shared_ptr<ItemInstance> item,bool bTestUseOnly=false) { } virtual void completeUsingItem(shared_ptr<ItemInstance> item) { } virtual void handleUIInput(int iAction) { } virtual void onCrafted(shared_ptr<ItemInstance> item) { } virtual void onTake(shared_ptr<ItemInstance> item, unsigned int invItemCountAnyAux, unsigned int invItemCountThisAux) { } virtual void onStateChange(eTutorial_State newState) { } virtual void onEffectChanged(MobEffect *effect, bool bRemoved=false) { }
virtual void onLookAtEntity(shared_ptr<Entity> entity) { } virtual void onRideEntity(shared_ptr<Entity> entity) { }};