DarkflameServer/dScripts/02_server/Map/njhub/NjWuNPC.cpp

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#include "NjWuNPC.h"
#include "MissionComponent.h"
#include "Character.h"
#include "EntityManager.h"
#include "GameMessages.h"
#include "eMissionState.h"
void NjWuNPC::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) {
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// The Dragon statue daily mission
if (missionID == m_MainDragonMissionID) {
auto* character = target->GetCharacter();
auto* missionComponent = target->GetComponent<MissionComponent>();
if (character == nullptr || missionComponent == nullptr)
return;
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switch (missionState) {
case eMissionState::AVAILABLE:
case eMissionState::COMPLETE_AVAILABLE:
{
// Reset the sub missions
for (const auto& subMissionID : m_SubDragonMissionIDs) {
missionComponent->RemoveMission(subMissionID);
missionComponent->AcceptMission(subMissionID);
}
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character->SetPlayerFlag(ePlayerFlags::NJ_WU_SHOW_DAILY_CHEST, false);
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// Hide the chest
for (auto* chest : EntityManager::Instance()->GetEntitiesInGroup(m_DragonChestGroup)) {
GameMessages::SendNotifyClientObject(chest->GetObjectID(), m_ShowChestNotification, 0, -1,
target->GetObjectID(), "", target->GetSystemAddress());
}
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return;
}
case eMissionState::READY_TO_COMPLETE:
case eMissionState::COMPLETE_READY_TO_COMPLETE:
{
character->SetPlayerFlag(NJ_WU_SHOW_DAILY_CHEST, true);
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// Show the chest
for (auto* chest : EntityManager::Instance()->GetEntitiesInGroup(m_DragonChestGroup)) {
GameMessages::SendNotifyClientObject(chest->GetObjectID(), m_ShowChestNotification, 1, -1,
target->GetObjectID(), "", target->GetSystemAddress());
}
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auto playerID = target->GetObjectID();
self->AddCallbackTimer(5.0f, [this, playerID]() {
auto* player = EntityManager::Instance()->GetEntity(playerID);
if (player == nullptr)
return;
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// Stop the dragon effects
for (auto* dragon : EntityManager::Instance()->GetEntitiesInGroup(m_DragonStatueGroup)) {
GameMessages::SendStopFXEffect(dragon, true, "on");
}
});
}
default:
return;
}
}
}