2021-12-05 17:54:36 +00:00
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#include "NpcWispServer.h"
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#include "InventoryComponent.h"
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#include "EntityManager.h"
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#include "Entity.h"
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#include "GameMessages.h"
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void NpcWispServer::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) {
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if (missionID != 1849 && missionID != 1883)
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return;
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auto* inventory = target->GetComponent<InventoryComponent>();
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if (inventory == nullptr)
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return;
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2022-01-14 13:00:09 +00:00
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LOT maelstromVacuumLot = 14592;
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auto* maelstromVacuum = inventory->FindItemByLot(maelstromVacuumLot);
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2021-12-05 17:54:36 +00:00
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2022-01-14 13:00:09 +00:00
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// For the daily we add the maelstrom vacuum if the player doesn't have it yet
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2021-12-05 17:54:36 +00:00
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if (missionID == 1883 && (missionState == MissionState::MISSION_STATE_AVAILABLE || missionState == MissionState::MISSION_STATE_COMPLETE_AVAILABLE)
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2022-01-14 13:00:09 +00:00
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&& maelstromVacuum == nullptr) {
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2022-04-25 01:40:20 +00:00
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inventory->AddItem(maelstromVacuumLot, 1, eLootSourceType::LOOT_SOURCE_NONE);
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2021-12-05 17:54:36 +00:00
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} else if (missionState == MissionState::MISSION_STATE_READY_TO_COMPLETE || missionState == MissionState::MISSION_STATE_COMPLETE_READY_TO_COMPLETE) {
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2022-01-14 13:00:09 +00:00
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inventory->RemoveItem(maelstromVacuumLot, 1);
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2021-12-05 17:54:36 +00:00
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}
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// Next up hide or show the samples based on the mission state
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auto visible = 1;
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if (missionState == MissionState::MISSION_STATE_READY_TO_COMPLETE || missionState == MissionState::MISSION_STATE_COMPLETE_READY_TO_COMPLETE) {
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visible = 0;
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}
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auto groups = missionID == 1849
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? std::vector<std::string> { "MaelstromSamples" }
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: std::vector<std::string>{ "MaelstromSamples", "MaelstromSamples2ndary1", "MaelstromSamples2ndary2" };
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for (const auto& group : groups) {
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auto samples = EntityManager::Instance()->GetEntitiesInGroup(group);
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for (auto* sample : samples) {
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GameMessages::SendNotifyClientObject(sample->GetObjectID(), u"SetVisibility", visible, 0,
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target->GetObjectID(), "", target->GetSystemAddress());
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}
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}
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}
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