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Constants ¶
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Variables ¶
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Functions ¶
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Types ¶
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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