本文整理汇总了C++中PlayerInfo::MissionCallback方法的典型用法代码示例。如果您正苦于以下问题:C++ PlayerInfo::MissionCallback方法的具体用法?C++ PlayerInfo::MissionCallback怎么用?C++ PlayerInfo::MissionCallback使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类PlayerInfo
的用法示例。
在下文中一共展示了PlayerInfo::MissionCallback方法的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: Do
// When the state of this mission changes, it may make changes to the player
// information or show new UI panels. PlayerInfo::MissionCallback() will be
// used as the callback for any UI panel that returns a value.
bool Mission::Do(Trigger trigger, PlayerInfo &player, UI *ui) const
{
if(trigger == ACCEPT)
{
++player.Conditions()[name + ": offered"];
++player.Conditions()[name + ": active"];
}
else if(trigger == DECLINE)
++player.Conditions()[name + ": offered"];
else if(trigger == FAIL)
--player.Conditions()[name + ": active"];
else if(trigger == COMPLETE)
{
--player.Conditions()[name + ": active"];
++player.Conditions()[name + ": done"];
}
// "Jobs" should never show dialogs when offered, nor should they call the
// player's mission callback.
if(trigger == OFFER && location == JOB)
ui = nullptr;
auto it = actions.find(trigger);
if(it == actions.end())
{
// If a mission has no "on offer" field, it is automatically accepted.
if(trigger == OFFER && location != JOB)
player.MissionCallback(Conversation::ACCEPT);
return true;
}
if(!it->second.CanBeDone(player))
return false;
// Set a condition for the player's net worth. Limit it to the range of a 32-bit int.
static const int64_t limit = 2000000000;
player.Conditions()["net worth"] = min(limit, max(-limit, player.Accounts().NetWorth()));
// Set the "reputation" conditions so we can check if this action changed
// any of them.
for(const auto &it : GameData::Governments())
{
int rep = it.second.Reputation();
player.Conditions()["reputation: " + it.first] = rep;
}
it->second.Do(player, ui, destination ? destination->GetSystem() : nullptr);
// Check if any reputation conditions were updated.
for(const auto &it : GameData::Governments())
{
int rep = it.second.Reputation();
int newRep = player.Conditions()["reputation: " + it.first];
if(newRep != rep)
it.second.AddReputation(newRep - rep);
}
return true;
}
示例2: Do
// When the state of this mission changes, it may make changes to the player
// information or show new UI panels. PlayerInfo::MissionCallback() will be
// used as the callback for any UI panel that returns a value.
bool Mission::Do(Trigger trigger, PlayerInfo &player, UI *ui)
{
if(trigger == STOPOVER)
{
// If this is not one of this mission's stopover planets, or if it is
// not the very last one that must be visited, do nothing.
auto it = stopovers.find(player.GetPlanet());
if(it == stopovers.end())
return false;
for(const NPC &npc : npcs)
if(npc.IsLeftBehind(player.GetSystem()))
{
ui->Push(new Dialog("This is a stop for one of your missions, but you have left a ship behind."));
return false;
}
stopovers.erase(it);
if(!stopovers.empty())
return false;
}
if(trigger == ACCEPT)
{
++player.Conditions()[name + ": offered"];
++player.Conditions()[name + ": active"];
}
else if(trigger == DECLINE)
++player.Conditions()[name + ": offered"];
else if(trigger == FAIL)
--player.Conditions()[name + ": active"];
else if(trigger == COMPLETE)
{
--player.Conditions()[name + ": active"];
++player.Conditions()[name + ": done"];
}
// "Jobs" should never show dialogs when offered, nor should they call the
// player's mission callback.
if(trigger == OFFER && location == JOB)
ui = nullptr;
auto it = actions.find(trigger);
if(it == actions.end())
{
// If a mission has no "on offer" field, it is automatically accepted.
if(trigger == OFFER && location != JOB)
player.MissionCallback(Conversation::ACCEPT);
return true;
}
if(!it->second.CanBeDone(player))
return false;
// Set the "reputation" conditions so we can check if this action changed
// any of them.
for(const auto &it : GameData::Governments())
{
int rep = it.second.Reputation();
player.Conditions()["reputation: " + it.first] = rep;
}
it->second.Do(player, ui, destination ? destination->GetSystem() : nullptr);
// Check if any reputation conditions were updated.
for(const auto &it : GameData::Governments())
{
int rep = it.second.Reputation();
int newRep = player.Conditions()["reputation: " + it.first];
if(newRep != rep)
it.second.AddReputation(newRep - rep);
}
return true;
}
示例3: ConversationPanel
void MissionAction::Do(PlayerInfo &player, UI *ui, const System *destination) const
{
bool isOffer = (trigger == "offer");
if(!conversation.IsEmpty())
{
ConversationPanel *panel = new ConversationPanel(player, conversation, destination);
if(isOffer)
panel->SetCallback(&player, &PlayerInfo::MissionCallback);
ui->Push(panel);
}
else if(!dialogText.empty())
{
map<string, string> subs;
subs["<first>"] = player.FirstName();
subs["<last>"] = player.LastName();
if(player.Flagship())
subs["<ship>"] = player.Flagship()->Name();
string text = Format::Replace(dialogText, subs);
if(isOffer)
ui->Push(new Dialog(text, player, destination));
else
ui->Push(new Dialog(text));
}
else if(isOffer && ui)
player.MissionCallback(Conversation::ACCEPT);
Ship *flagship = player.Flagship();
for(const auto &it : gifts)
{
int count = it.second;
string name = it.first->Name();
if(!count || name.empty())
continue;
string message;
if(abs(count) == 1)
{
char c = tolower(name.front());
bool isVowel = (c == 'a' || c == 'e' || c == 'i' || c == 'o' || c == 'u');
message = (isVowel ? "An " : "A ") + name + " was ";
}
else
message = to_string(abs(count)) + " " + name + "s were ";
if(count > 0)
message += "added to your ";
else
message += "removed from your ";
bool didCargo = false;
bool didShip = false;
int cargoCount = player.Cargo().Get(it.first);
if(count < 0 && cargoCount)
{
int moved = min(cargoCount, -count);
count += moved;
player.Cargo().Transfer(it.first, moved);
didCargo = true;
}
while(flagship && count)
{
int moved = (count > 0) ? 1 : -1;
if(flagship->Attributes().CanAdd(*it.first, moved))
{
flagship->AddOutfit(it.first, moved);
didShip = true;
}
else
break;
count -= moved;
}
if(count > 0)
{
player.Cargo().Transfer(it.first, -count);
didCargo = true;
if(count > 0)
{
string special = "The " + name + (count == 1 ? " was" : "s were");
special += " put in your cargo hold because there is not enough space to install ";
special += (count == 1) ? "it" : "them";
special += " in your ship.";
ui->Push(new Dialog(special));
}
}
if(didCargo && didShip)
message += "cargo hold and your flagship.";
else if(didCargo)
message += "cargo hold.";
else
message += "flagship.";
Messages::Add(message);
}
if(payment)
player.Accounts().AddCredits(payment);
for(const auto &it : events)
player.AddEvent(*GameData::Events().Get(it.first), player.GetDate() + it.second);
//.........这里部分代码省略.........
示例4: ConversationPanel
void MissionAction::Do(PlayerInfo &player, UI *ui, const System *destination) const
{
bool isOffer = (trigger == "offer");
if(!conversation.IsEmpty() && ui)
{
ConversationPanel *panel = new ConversationPanel(player, conversation, destination);
if(isOffer)
panel->SetCallback(&player, &PlayerInfo::MissionCallback);
ui->Push(panel);
}
else if(!dialogText.empty() && ui)
{
map<string, string> subs;
subs["<first>"] = player.FirstName();
subs["<last>"] = player.LastName();
if(player.Flagship())
subs["<ship>"] = player.Flagship()->Name();
string text = Format::Replace(dialogText, subs);
if(isOffer)
ui->Push(new Dialog(text, player, destination));
else
ui->Push(new Dialog(text));
}
else if(isOffer && ui)
player.MissionCallback(Conversation::ACCEPT);
// If multiple outfits are being transferred, first remove them before
// adding any new ones.
for(const auto &it : gifts)
if(it.second < 0)
DoGift(player, it.first, it.second, ui);
for(const auto &it : gifts)
if(it.second > 0)
DoGift(player, it.first, it.second, ui);
if(payment)
player.Accounts().AddCredits(payment);
for(const auto &it : events)
player.AddEvent(*GameData::Events().Get(it.first), player.GetDate() + it.second);
if(!fail.empty())
{
// Failing missions invalidates iterators into the player's mission list,
// but does not immediately delete those missions. So, the safe way to
// iterate over all missions is to make a copy of the list before we
// begin to remove items from it.
vector<const Mission *> failedMissions;
for(const Mission &mission : player.Missions())
if(fail.count(mission.Identifier()))
failedMissions.push_back(&mission);
for(const Mission *mission : failedMissions)
player.RemoveMission(Mission::FAIL, *mission, ui);
}
// Check if applying the conditions changes the player's reputations.
player.SetReputationConditions();
conditions.Apply(player.Conditions());
player.CheckReputationConditions();
}