khanat-opennel-code/code/ryzom/common/src/game_share/outpost.h
acemtp@users.sourceforge.net d5c601ffa5 initial version
2010-05-06 02:08:41 +02:00

165 lines
6.5 KiB
C++

// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
/** @page outpost
The new outpost system is defined by the document outpost-v2.doc.
*/
#ifndef RY_OUTPOSTENUMS_H
#define RY_OUTPOSTENUMS_H
#include "nel/misc/types_nl.h"
namespace OUTPOSTENUMS
{
const uint32 MAX_OUTPOST = 16; // Same as (#x) in the database SERVER:GUILD:OUTPOST:O#x:S see (database.xml)
const uint32 OUTPOST_MAX_SPAWN_ZONE = 16; // Same as (#y) in the database SERVER:GUILD:OUTPOST:O#x:SPAWN_ZONE:#y see (database.xml)
const uint32 OUTPOST_MAX_SQUAD_SHOP = 16; // Same as (#y) in the database SERVER:GUILD:OUTPOST:O#x:SQUAD_SHOP:#y see (database.xml)
const uint32 OUTPOST_NB_SQUAD_SLOTS = 12;
const uint32 OUTPOST_MAX_SQUAD_TRAINING = OUTPOST_NB_SQUAD_SLOTS * 2; // Same as (#y) in the database SERVER:GUILD:OUTPOST:O#x:S:T#y see (database.xml)
const uint32 OUTPOST_MAX_SQUAD_SPAWNED = OUTPOST_MAX_SQUAD_TRAINING; // Same as (#y) in the database SERVER:GUILD:OUTPOST:O#x:S:S#y see (database.xml)
const uint32 OUTPOST_MAX_BUILDINGS = 4; // Same as (#y) in the database SERVER:GUILD:OUTPOST:O#x:BUILDINGS:#y see (database.xml)
// :NOTE: All enums fisrt entry is the undefined state. Uninitialized
// enums would be created in that state, which is invalid. It will
// consistently take the value 0.
/// PVP type of the outpost
enum TPVPType
{
UnknownPVPType,
PVE, // can only be attacked if the outpost is held by a tribe and if the attacking guild comes from the same continent as the outpost
PVP, // can only be attacked if the attacking guild comes from the same continent as the outpost
RVR, // can only be attacked if the attacking guild comes from another continent as the outpost
Full, // same as RVR but cant be set by the high council
};
enum TPVPSide
{
OutpostOwner = 0,
OutpostAttacker = 1,
UnknownPVPSide,
};
// :NOTE: The outpost state machine is defined by a list of possible
// states for the outpost, a list of possible events, a list of possible
// actions (which can change the state of the outpost), and some event
// handlers. It is possible to associate an event handler to a state/event
// pair. An event handler can call some actions, which may affect the
// current state of the outpost or some internal variables of it.
/// current state of the outpost
enum TOutpostState
{
UnknownOutpostState,
Peace, // nothing happens
WarDeclaration, // a guild declared war on the outpost
AttackBefore, // the delay between war declaration and war has elapsed. Attacker tries to take the outpost
AttackRound, // ...
AttackAfter,
DefenseBefore, // the attack was successful. The attacker must now defend the outpost
DefenseRound, // ...
DefenseAfter,
};
/// events that can affect outpost state
enum TOutpostEvent
{
UnknownOutpostEvent,
StartOfState, // this is when the state starts
EndOfState, // this is when the state ends
Challenged, // the outpost was challenged
OwnerVanished, // the owner guild vanished
AttackerVanished, // the attacker guild vanished
Timer0End, // the current state timer reached its end, there may
Timer1End, // be 3 concurrent timers, one for the phase, one
Timer2End, // for the combat round, and one for the squad spawn
AttackerGiveUp, // the attack guild gave up the attack
OwnerGiveUp, // the owner guild gave up the outpost
SquadKilled, // a defending squad was killed
EventAisUp, // the ais of the outpost started (or we did)
EventAisDown, // the ais of the outpost stoped
// AllSquadsKilled, // all defending squads were killed
};
/// type of the squad
enum TSquadType
{
UnknownSquadType,
Default, // squad recruited automatically when the outpost is taken
Recruited, // squad recruited by the guild
Mercenary, // a special mercenary squad
};
/// current state of a building used for database
enum TOutpostBuildingState
{
UnknownOutpostBuildingState,
BuildingInPlace, // In place (constructed)
BuildingConstructing, // Constructing
};
/// current state of a state
enum TSquadState
{
UnknownSquadState,
NotCreated, // squad has not been created in AIS
NotReady, // squad is not ready to be spawned
NotSpawned, // squad is ready and waiting to be spawned
Spawning, // spawn order has been issued but not yet confirmed
Spawned, // squad is spawned
Dead, // squad is dead
};
/// events that can affect outpost state
enum TSpecialOutpostEvent
{
UnknownSpecialOutpostEvent,
PeaceStateBegin, // State of outpost is now peace
PeaceStateEnd, // State of outpost is no more peace
TribeOwnershipBegin, // Owner of the outpost is now a tribe (even if not in peace)
TribeOwnershipEnd, // Owner of the outpost is no more a tribe
GuildOwnershipBegin, // Owner of the outpost is now a guild (even if not in peace)
GuildOwnershipEnd, // Owner of the outpost is no more a guild
StateChanged, // State of outpost changed
OwnerChanged, // Owner of outpost changed
AttackerChanged, // Attacker of outpost changed
};
std::string const& toString(TPVPType val);
TPVPType toPVPType(std::string const& val);
std::string const& toString(TPVPSide val);
TPVPSide toPVPSide(std::string const& val);
std::string const& toString(TOutpostState val);
TOutpostState toOutpostState(std::string const& val);
std::string const& toString(TOutpostEvent val);
TOutpostEvent toOutpostEvent(std::string const& val);
std::string const& toString(TSquadType val);
TSquadType toSquadType(std::string const& val);
std::string const& toString(TSquadState val);
TSquadState toSquadState(std::string const& val);
std::string const& toString(TSpecialOutpostEvent val);
TSpecialOutpostEvent toSpecialOutpostEvent(std::string const& val);
}
#endif