Files
MinecraftConsoles/Minecraft.Client/Common/Tutorial/InfoTask.cpp
red 2145ada7ce now able to press SPACE to continue on hints that wait for you to press A (#135)
* now possible to accept and decline tutorial hints

that part when it asks if you want to do the tutorial (should work for when the games asks if you already know something like when opening inventories for the first time)

* Update ChoiceTask.cpp

* now able to press SPACE to continue on hints that wait for you to press A

and the hints what wait for you to move the gamepad stick now just skip instantly

* windows specific patch now

* added ifdefs to shit i did

* i think it is fixed now

---------

Co-authored-by: daoge <3523206925@qq.com>
2026-03-02 22:47:45 +07:00

143 lines
3.2 KiB
C++

#include "stdafx.h"
#include <string>
#include <unordered_map>
#include "..\..\Minecraft.h"
#include "..\..\MultiplayerLocalPlayer.h"
#include "Tutorial.h"
#include "TutorialConstraints.h"
#include "InfoTask.h"
#include "..\..\..\Minecraft.World\Material.h"
#include "..\..\KeyboardMouseInput.h"
InfoTask::InfoTask(Tutorial *tutorial, int descriptionId, int promptId /*= -1*/, bool requiresUserInput /*= false*/,
int iMapping /*= 0*/, ETelemetryChallenges telemetryEvent /*= eTelemetryTutorial_NoEvent*/)
: TutorialTask( tutorial, descriptionId, false, NULL, true, false, false )
{
if(requiresUserInput == true)
{
constraints.push_back( new InputConstraint( iMapping ) );
}
completedMappings[iMapping]=false;
m_promptId = promptId;
tutorial->addMessage( m_promptId );
m_eTelemetryEvent = telemetryEvent;
}
bool InfoTask::isCompleted()
{
if( bIsCompleted )
return true;
if( tutorial->m_hintDisplayed )
return false;
if( !bHasBeenActivated || !m_bShownForMinimumTime )
return false;
bool bAllComplete = true;
Minecraft *pMinecraft = Minecraft::GetInstance();
// If the player is under water then allow all keypresses so they can jump out
if( pMinecraft->localplayers[tutorial->getPad()]->isUnderLiquid(Material::water) ) return false;
if(ui.GetMenuDisplayed(tutorial->getPad()))
{
// If a menu is displayed, then we use the handleUIInput to complete the task
bAllComplete = true;
for(AUTO_VAR(it, completedMappings.begin()); it != completedMappings.end(); ++it)
{
bool current = (*it).second;
if(!current)
{
bAllComplete = false;
break;
}
}
}
else
{
int iCurrent=0;
for(AUTO_VAR(it, completedMappings.begin()); it != completedMappings.end(); ++it)
{
bool current = (*it).second;
if(!current)
{
#ifdef _WINDOWS64
if (InputManager.GetValue(pMinecraft->player->GetXboxPad(), (*it).first) > 0 || KMInput.IsKeyDown(VK_SPACE))
#else
if( InputManager.GetValue(pMinecraft->player->GetXboxPad(), (*it).first) > 0)
#endif
{
(*it).second = true;
bAllComplete=true;
}
else
{
bAllComplete = false;
}
}
iCurrent++;
}
}
if(bAllComplete==true)
{
sendTelemetry();
enableConstraints(false, true);
}
bIsCompleted = bAllComplete;
return bAllComplete;
}
int InfoTask::getPromptId()
{
if( m_bShownForMinimumTime )
return m_promptId;
else
return -1;
}
void InfoTask::setAsCurrentTask(bool active /*= true*/)
{
enableConstraints( active );
TutorialTask::setAsCurrentTask(active);
}
void InfoTask::handleUIInput(int iAction)
{
if(bHasBeenActivated)
{
for(AUTO_VAR(it, completedMappings.begin()); it != completedMappings.end(); ++it)
{
if( iAction == (*it).first )
{
(*it).second = true;
}
}
}
}
void InfoTask::sendTelemetry()
{
Minecraft *pMinecraft = Minecraft::GetInstance();
if( m_eTelemetryEvent != eTelemetryChallenges_Unknown )
{
bool firstPlay = true;
// We only store first play for some of the events
switch(m_eTelemetryEvent)
{
case eTelemetryTutorial_Complete:
firstPlay = !tutorial->getCompleted( eTutorial_Telemetry_Complete );
tutorial->setCompleted( eTutorial_Telemetry_Complete );
break;
};
TelemetryManager->RecordEnemyKilledOrOvercome(pMinecraft->player->GetXboxPad(), 0, 0, 0, 0, 0, 0, m_eTelemetryEvent);
}
}