DarkflameServer/dScripts/ai/NS/NsGetFactionMissionServer.cpp

55 lines
1.4 KiB
C++
Raw Permalink Normal View History

#include "NsGetFactionMissionServer.h"
#include "GameMessages.h"
#include "MissionComponent.h"
#include "Character.h"
2022-07-28 13:39:57 +00:00
void NsGetFactionMissionServer::OnRespondToMission(Entity* self, int missionID, Entity* player, int reward) {
if (missionID != 474) return;
if (reward != LOT_NULL) {
std::vector<int> factionMissions;
int celebrationID = -1;
int flagID = -1;
if (reward == 6980) {
// Venture League
factionMissions = { 555, 556 };
celebrationID = 14;
flagID = 46;
2022-07-28 13:39:57 +00:00
} else if (reward == 6979) {
// Assembly
factionMissions = { 544, 545 };
celebrationID = 15;
flagID = 47;
2022-07-28 13:39:57 +00:00
} else if (reward == 6981) {
// Paradox
factionMissions = { 577, 578 };
celebrationID = 16;
flagID = 48;
2022-07-28 13:39:57 +00:00
} else if (reward == 6978) {
// Sentinel
factionMissions = { 566, 567 };
celebrationID = 17;
flagID = 49;
}
factionMissions.push_back(778);
if (celebrationID != -1) {
GameMessages::SendStartCelebrationEffect(player, player->GetSystemAddress(), celebrationID);
}
if (flagID != -1) {
player->GetCharacter()->SetPlayerFlag(ePlayerFlags::JOINED_A_FACTION, true);
player->GetCharacter()->SetPlayerFlag(flagID, true);
}
MissionComponent* mis = static_cast<MissionComponent*>(player->GetComponent(COMPONENT_TYPE_MISSION));
for (int mission : factionMissions) {
mis->AcceptMission(mission);
mis->CompleteMission(mission);
}
}
}