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242
ServerCommon/MetaData/QuestAssignData.cs
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242
ServerCommon/MetaData/QuestAssignData.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using MetaAssets;
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using Newtonsoft.Json;
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using Newtonsoft.Json.Converters;
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namespace ServerCommon
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{
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[JsonConverter(typeof(StringEnumConverter))]
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public enum EQuestEventTargetType
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{
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NONE = 0,
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AVATARPROFILE = 1,
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BEACONDIALOGUE,
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BUFF,
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CHAIR,
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CHANNEL,
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CHAT,
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CONCERT,
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COSTUME,
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COUNTER, //쓸지 안쓸지 모르겠는데?
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CRAFTING,
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CUTSCENE,
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DIALOGUE,
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DRESSROOM,
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FARMING,
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FRIEND,
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GUI,
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INSTANCE,
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INTERIORMODE,
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ITEM,
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MAIL,
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MANNEQUIN,
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MOVEMENT,
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MYHOME,
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NPC,
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PARTY,
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PROP,
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QUEST,
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RENTAL,
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REWARD,
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SOCIALACTION,
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SPECIALGUIDE,
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TASK,
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TATTOO,
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TAXI,
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TOOL,
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TRIGGER,
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TIMER,
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TPS,
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UGQ,
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VIDEO,
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WAITING,
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}
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[JsonConverter(typeof(StringEnumConverter))]
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public enum EQuestEventNameType
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{
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NONE = 0,
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ACTIVED,
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ADDED ,
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ARRIVED,
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BOUGHT,
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CHANGED,
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COMPLETED,
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CONVERSIONED,
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DELETED,
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EDITED,
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ENDED,
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ENHANCED,
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EQUIPED,
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EXITED,
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ENTERED,
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JUMP,
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MAX,
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PICTURED,
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POPUP,
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RECEIVED,
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REGISTERED,
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REQUESTED,
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SENDED,
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SOLD,
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SPRINT,
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STARTED,
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STOPPED,
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SWITCHED,
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USED,
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VISITED,
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PLAYERKILL,
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FEVER,
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}
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[JsonConverter(typeof(StringEnumConverter))]
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public enum EQuestFunctionTargetType
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{
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NONE = 0,
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CONCERT,
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COUNTER,
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CUTSCENE,
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DIALOGUE,
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DRESSROOM,
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ELEVATOR,
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FRIEND,
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GUI,
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GUIDE,
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INSTANCE,
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INVENTORY,
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ITEM,
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MAIL,
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MAINMENU,
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MAP,
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MYHOME,
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NPC,
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PARTY,
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PROP,
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QUEST,
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REWARD,
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SHOP,
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SOCIALACTION,
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SPECIALGUIDE,
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TASK,
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TAXI,
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TOOL,
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TRIGGER,
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WARP,
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BUFF,
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TIMER,
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VIDEO,
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PARALLEL,
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WAITING,
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}
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[JsonConverter(typeof(StringEnumConverter))]
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public enum EQuestFunctionNameType
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{
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NONE = 0,
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ACTIVE = 1,
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ARRIVE = 2,
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ASSIGN = 3,
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CHANGE = 4,
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COMPLETE = 5,
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DECREASE = 6,
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DELETE = 7,
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DIALOGUE_CLEAR = 8,
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DIALOGUE_SET = 9,
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ENTER = 10,
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EXIT = 11,
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GIVE = 12,
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INVISIBLE = 13,
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INCREASE = 14,
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LOCATION = 15,
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POPUP = 16,
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PLAY = 17,
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SET = 18,
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START = 19,
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SWITCH = 20,
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TELEPORT = 21,
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TITLE_UPDATE = 22,
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USE = 23,
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}
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public class QuestBaseInfo
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{
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public UInt32 QuestId { get; set; }
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public UInt32 QuestRevision { get; set; } = 0;
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public UgqStateType UgqState { get; set; } = UgqStateType.None;
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public string QuestType { get; set; } = string.Empty;
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public bool Reveal { get; set; }
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public string AssignType { get; set; } = string.Empty;
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public string RequirementType { get; set; } = string.Empty;
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public UInt32 RequirementValue { get; set; }
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public OncePeriodRangeType OncePeriodRangeType { get; set; } = OncePeriodRangeType.NONE;
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public bool NormalPoolActive { get; set; }
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public bool ForceAccept { get; set; }
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public int RewardGroupId { get; set; }
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public string Dialogue { get; set; } = string.Empty;
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public string DialogueResult { get; set; } = string.Empty;
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public List<UInt32> AssignableQuestsAfterEnd { get; set; } = new();
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//public int firstTaskIdx { get; set; } //24-06-19 개선을 위해 주석 처리
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//public int firstTaskNum { get; set; } 24-06-19 개선을 위해 주석 처리
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public Dictionary<int, QuestTaskGroup> QuestTaskGroupList { get; set; } = new();
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}
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public class QuestTaskGroup
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{
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public int TaskNum { get; set; }
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//public int NextTaskNum { get; set; } 24-06-19 개선을 위해 주석 처리
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//public int NextTaskIdx { get; set; } 24-06-19 개선을 위해 주석 처리
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public bool HasCounter { get; set; }
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public int MinCounter { get; set; }
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public int MaxCounter { get; set; }
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public bool HasTimer { get; set; }
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public long RemainTime { get; set; }
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public bool HasAssignableQuest { get; set; } = false;
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public List<UInt32> AssignableQuestIds { get; set; } = new();
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public bool IsParallel { get; set; }
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//public Dictionary<int, QuestEventInfo> QuestEventGroup { get; set; } = new(); //24-06-19 개선 가능한지 확인해볼것 이거 필요한지 모르겟다. 나중에 다시확인 해볼것
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public Dictionary<string, QuestEventInfo> QuestEventGroupByEventString { get; set; } = new(); //<eventstring, eventInfo>
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public List<string> EventStringList { get; set; } = new();
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}
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public class QuestEventInfo
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{
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public int EventIdx { get; set; }
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public string EventTarget { get; set; } = string.Empty;
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public string EventName { get; set; } = string.Empty;
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public string EventCondition1 { get; set; } = string.Empty;
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public string EventCondition2 { get; set; } = string.Empty;
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public string EventCondition3 { get; set; } = string.Empty;
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public List<QuestEventFunction> QuestEventFunctionList { get; set; } = new();
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}
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public class QuestEventFunction
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{
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public int Idx { get; set; } //24-06-19 이게 필요한가??
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public string FunctionTarget { get; set; } = string.Empty;
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public string FunctionName { get; set; } = string.Empty;
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public string FunctionCondition1 { get; set; } = string.Empty;
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public string FunctionCondition2 { get; set; } = string.Empty;
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public string FunctionCondition3 { get; set; } = string.Empty;
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public QuestEventFunction()
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{
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}
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}
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}
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