mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
synced 2026-08-27 03:43:40 +00:00
192 lines
5.9 KiB
C++
192 lines
5.9 KiB
C++
#include "FortQuestManager.h"
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bool UFortQuestManager::SetQuestPinned(UFortQuestItem* Quest, bool bEnabled) {
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return false;
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}
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void UFortQuestManager::SetQuestMapMode(EQuestMapScreenMode NewQuestMapMode) {
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}
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void UFortQuestManager::SendCustomStatEvent(FDataTableRowHandle ObjectiveStat, int32 Count, bool bForceFlush) {
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}
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void UFortQuestManager::SendComplexCustomStatEvent(UObject* TargetObject, FGameplayTagContainer AdditionalSourceTags, FGameplayTagContainer TargetTags, bool& QuestActive, bool& QuestCompleted, int32 Count) {
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}
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void UFortQuestManager::SelfCompletedUpdatedQuest(AFortPlayerController* QuestOwner, const UFortQuestItemDefinition* QuestDef, FName BackendName, int32 CompletionCount, int32 DeltaChange, const AFortPlayerState* AssistingPlayer, bool ObjectiveCompleted, bool QuestCompleted) {
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}
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void UFortQuestManager::RerollDailyQuest(const UFortQuestItem* QuestToDiscard) const {
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}
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FString UFortQuestManager::PopNextPendingFeatureUnlock() {
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return TEXT("");
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}
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void UFortQuestManager::MarkQuestsSeen(bool bOnlyMarkPendingSeenQuests) const {
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}
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void UFortQuestManager::MarkQuestSeen(UFortQuestItem* Quest) {
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}
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void UFortQuestManager::ListChallenges(const FString& Filter) const {
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}
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bool UFortQuestManager::IsThisAnEventQuest(const UFortQuestItemDefinition* QuestDefinition, const FString& MatchQuestEventFlag, UDataTable* QuestTable) const {
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return false;
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}
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bool UFortQuestManager::IsQuestObjectivePartyAssisted(FName ObjectiveName) const {
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return false;
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}
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bool UFortQuestManager::IsQuestObjectiveActive(FName ObjectiveName) const {
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return false;
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}
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bool UFortQuestManager::IsQuestInProgress(const UFortQuestItemDefinition* Definition) const {
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return false;
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}
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bool UFortQuestManager::IsPendingFeatureUnlockNotification() const {
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return false;
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}
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bool UFortQuestManager::IsObjectiveWithNameInProgress(const UFortQuestItemDefinition* Definition, FName BackendName) const {
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return false;
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}
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bool UFortQuestManager::IsObjectiveInProgress(const UFortQuestItemDefinition* Definition, FDataTableRowHandle ObjectiveStatHandle) const {
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return false;
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}
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bool UFortQuestManager::IsMainQuest(UFortQuestItem* Quest) {
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return false;
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}
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bool UFortQuestManager::HasUnseenQuests() {
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return false;
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}
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bool UFortQuestManager::HasUnsavedPrimaryMissionProgress() const {
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return false;
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}
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bool UFortQuestManager::HasQuestBeenSeenLocally(const UFortQuestItem* Quest) const {
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return false;
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}
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bool UFortQuestManager::HasCompletedQuest(const UFortQuestItemDefinition* Definition) const {
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return false;
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}
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bool UFortQuestManager::HasCompletedObjectiveWithName(const UFortQuestItemDefinition* Definition, FName BackendName) const {
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return false;
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}
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bool UFortQuestManager::HasCompletedObjective(const UFortQuestItemDefinition* Definition, FDataTableRowHandle ObjectiveStatHandle) const {
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return false;
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}
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void UFortQuestManager::GrantFirstDailyQuest() {
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}
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int32 UFortQuestManager::GetUnseenQuestCount() {
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return 0;
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}
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void UFortQuestManager::GetSourceAndContextTags(FGameplayTagContainer& OutSourceTags, FGameplayTagContainer& OutContextTags) const {
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}
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int32 UFortQuestManager::GetRemainingQuestPoolRerolls(const FString& PoolName) const {
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return 0;
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}
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int32 UFortQuestManager::GetRemainingDailyQuestRerolls() const {
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return 0;
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}
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UFortQuestItem* UFortQuestManager::GetQuestWithDefinition(const UFortQuestItemDefinition* Definition) const {
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return NULL;
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}
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EQuestMapScreenMode UFortQuestManager::GetQuestMapMode() const {
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return EQuestMapScreenMode::Invalid;
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}
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UFortQuestCategory* UFortQuestManager::GetQuestCategory(UFortQuestItem* QuestItem) {
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return NULL;
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}
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void UFortQuestManager::GetPinnedQuests(TArray<UFortQuestItem*>& OutPinnedQuestItems) {
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}
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int32 UFortQuestManager::GetNumCompletedObjectives(const UFortQuestItemDefinition* Definition) {
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return 0;
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}
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UFortQuestItem* UFortQuestManager::GetNextUnseenQuest(EFortQuestType QuestType) {
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return NULL;
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}
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UFortQuestItem* UFortQuestManager::GetMainQuest() const {
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return NULL;
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}
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void UFortQuestManager::GetCurrentQuestsCategories(TArray<UFortQuestCategory*>& Categories) {
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}
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void UFortQuestManager::GetCurrentQuests(TArray<UFortQuestItem*>& OutCurrentQuests) const {
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}
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int32 UFortQuestManager::GetCurrentObjectiveCount(const UFortQuestItemDefinition* Definition, FDataTableRowHandle ObjectiveStatHandle) const {
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return 0;
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}
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void UFortQuestManager::GetCompletedQuests(TArray<UFortQuestItem*>& OutCompletedQuests) {
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}
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UFortQuestItem* UFortQuestManager::GetBroadcasterQuestWithOpenWindow() {
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return NULL;
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}
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void UFortQuestManager::GetBattlePassQuestsInProgress(const int32 MaxCount, const UFortItemDefinition* RequiredReward, TArray<UFortQuestItem*>& OutQuests, bool& bAllQuestsComplete) const {
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}
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void UFortQuestManager::ForceTriggerQuestsUpdated() {
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}
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void UFortQuestManager::EnableQuestStateLogging() {
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}
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void UFortQuestManager::DisableQuestStateLogging() {
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}
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void UFortQuestManager::ClaimSelectedQuestReward(const UFortQuestItem* Quest, int32 RewardIndex) const {
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}
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void UFortQuestManager::ClaimQuestReward(const UFortQuestItem* Quest) const {
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}
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void UFortQuestManager::ClaimNextCompletedQuestReward(EFortQuestType QuestType) const {
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}
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bool UFortQuestManager::CanProgressQuestInCurrentZone(const UFortQuestItemDefinition* QuestItemDefinition) const {
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return false;
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}
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void UFortQuestManager::AssistedPlayerUpdatedQuest(AFortPlayerController* QuestOwner, const UFortQuestItemDefinition* QuestDef, FName BackendName, int32 CompletionCount, int32 DeltaChange, const AFortPlayerState* AssistingPlayer, bool ObjectiveCompleted, bool QuestCompleted) {
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}
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UFortQuestManager::UFortQuestManager() {
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this->EventQuestDataTable = NULL;
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this->DamageEventFlushDelaySeconds = 5.00f;
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this->bDoQuestStateLogging = false;
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this->bFlatCurrentQuestsSearch = false;
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this->bBlockQuestCompletion = false;
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this->bBlockAthenaQuestCompletion = false;
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this->bBlockStWQuestCompletion = false;
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this->QuestMapMode = EQuestMapScreenMode::MainCampaign;
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}
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