automission

package
v0.9.9 Latest Latest
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Published: Jun 4, 2026 License: MIT Imports: 22 Imported by: 0

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type AutoMissionModule

type AutoMissionModule struct {
	// contains filtered or unexported fields
}

AutoMissionModule holds all runtime state for the mission board system.

type Mission

type Mission struct {
	Id          int
	BoardRoomId int // room the mission was generated for; turn-in must happen here
	Type        MissionType
	Difficulty  MissionDifficulty
	Title       string
	Description string

	TargetMobId     int
	TargetItemId    int
	TargetRoomId    int
	TargetZone      string
	EscortMobSpecId int

	EscortMobs     map[int]int    // userId -> mobInstanceId
	EscortExpiries map[int]uint64 // userId -> round when escort expires

	Reward RewardConfig

	AcceptedBy    []int
	CompletedBy   []int
	ReadyToTurnIn []int
}

Mission holds all state for one active mission board entry.

type MissionDifficulty

type MissionDifficulty string

MissionDifficulty is either easy or hard.

const (
	DifficultyEasy MissionDifficulty = "easy"
	DifficultyHard MissionDifficulty = "hard"
)

type MissionType

type MissionType string

MissionType identifies the kind of objective.

const (
	MissionTypeKillMob  MissionType = "kill_mob"
	MissionTypeFindItem MissionType = "find_item"
	MissionTypeExplore  MissionType = "explore"
	MissionTypeEscort   MissionType = "escort"
)

type RewardConfig

type RewardConfig struct {
	Type   string // "gold", "item", "experience"
	Amount int
	ItemId int // only set when Type == "item"
}

RewardConfig describes what a mission pays out on completion.

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