DarkflameServer/dScripts/02_server/Map/AG/NpcWispServer.cpp

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#include "NpcWispServer.h"
#include "InventoryComponent.h"
#include "EntityManager.h"
#include "Entity.h"
#include "GameMessages.h"
#include "eMissionState.h"
void NpcWispServer::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) {
if (missionID != 1849 && missionID != 1883)
return;
auto* inventory = target->GetComponent<InventoryComponent>();
if (inventory == nullptr)
return;
LOT maelstromVacuumLot = 14592;
auto* maelstromVacuum = inventory->FindItemByLot(maelstromVacuumLot);
// For the daily we add the maelstrom vacuum if the player doesn't have it yet
if (missionID == 1883 && (missionState == eMissionState::AVAILABLE || missionState == eMissionState::COMPLETE_AVAILABLE)
&& maelstromVacuum == nullptr) {
inventory->AddItem(maelstromVacuumLot, 1, eLootSourceType::NONE);
} else if (missionState == eMissionState::READY_TO_COMPLETE || missionState == eMissionState::COMPLETE_READY_TO_COMPLETE) {
inventory->RemoveItem(maelstromVacuumLot, 1);
}
// Next up hide or show the samples based on the mission state
auto visible = 1;
if (missionState == eMissionState::READY_TO_COMPLETE || missionState == eMissionState::COMPLETE_READY_TO_COMPLETE) {
visible = 0;
}
auto groups = missionID == 1849
? std::vector<std::string> { "MaelstromSamples" }
: std::vector<std::string>{ "MaelstromSamples", "MaelstromSamples2ndary1", "MaelstromSamples2ndary2" };
for (const auto& group : groups) {
auto samples = EntityManager::Instance()->GetEntitiesInGroup(group);
for (auto* sample : samples) {
GameMessages::SendNotifyClientObject(sample->GetObjectID(), u"SetVisibility", visible, 0,
target->GetObjectID(), "", target->GetSystemAddress());
}
}
}