DarkflameServer/dScripts/ai/PROPERTY/AgPropguards.cpp

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#include "AgPropguards.h"
#include "Character.h"
#include "GameMessages.h"
#include "EntityManager.h"
#include "dZoneManager.h"
#include "MissionState.h"
void AgPropguards::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) {
auto* character = target->GetCharacter();
if (character == nullptr)
return;
const auto flag = GetFlagForMission(missionID);
if (flag == 0)
return;
if ((missionState == MissionState::MISSION_STATE_AVAILABLE || missionState == MissionState::MISSION_STATE_ACTIVE)
&& !character->GetPlayerFlag(flag)) {
// If the player just started the mission, play a cinematic highlighting the target
GameMessages::SendPlayCinematic(target->GetObjectID(), u"MissionCam", target->GetSystemAddress());
} else if (missionState == MissionState::MISSION_STATE_COMPLETE_READY_TO_COMPLETE) {
// Makes the guard disappear once the mission has been completed
const auto zoneControlID = EntityManager::Instance()->GetZoneControlEntity()->GetObjectID();
GameMessages::SendNotifyClientObject(zoneControlID, u"GuardChat", 0, 0, self->GetObjectID(),
"", UNASSIGNED_SYSTEM_ADDRESS);
self->AddCallbackTimer(5.0f, [self]() {
auto spawnerName = self->GetVar<std::string>(u"spawner_name");
if (spawnerName.empty())
spawnerName = "Guard";
auto spawners = dZoneManager::Instance()->GetSpawnersByName(spawnerName);
for (auto* spawner : spawners) {
spawner->Deactivate();
}
self->Smash();
});
}
}
uint32_t AgPropguards::GetFlagForMission(uint32_t missionID) {
switch (missionID) {
case 872:
return 97;
case 873:
return 98;
case 874:
return 99;
case 1293:
return 118;
case 1322:
return 122;
default:
return 0;
}
}