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Merge pull request #387 from EmosewaMC/BonsRepeatMissionTriggers
Fixed Battle of Nimbus Station achievements being repeatable
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commit
3bb1491f09
@ -368,16 +368,7 @@ void BaseWavesServer::GameOver(Entity *self, bool won) {
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// Update all mission progression
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auto* missionComponent = player->GetComponent<MissionComponent>();
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if (missionComponent != nullptr) {
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missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_MINIGAME, time, self->GetObjectID(),
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self->GetVar<std::string>(MissionTypeVariable));
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auto* mission = missionComponent->GetMission(479);
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if (mission->GetMissionState() > MissionState::MISSION_STATE_AVAILABLE
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&& mission->GetMissionState() < MissionState::MISSION_STATE_READY_TO_COMPLETE
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&& time >= 60) {
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mission->Progress(MissionTaskType::MISSION_TASK_TYPE_SCRIPT, self->GetObjectID());
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}
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missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_MINIGAME, time, self->GetObjectID(), self->GetVar<std::string>(MissionTypeVariable));
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}
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StopActivity(self, playerID, wave, time, score);
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@ -511,24 +502,40 @@ bool BaseWavesServer::UpdateSpawnedEnemies(Entity* self, LWOOBJID enemyID, uint3
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auto* missionComponent = player->GetComponent<MissionComponent>();
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if (missionComponent != nullptr) {
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for (const auto& missionID : waveMission) {
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missionComponent->AcceptMission(missionID);
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auto* mission = missionComponent->GetMission(missionID);
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if (mission != nullptr) {
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mission->Progress(MissionTaskType::MISSION_TASK_TYPE_SCRIPT, self->GetLOT());
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}
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}
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if (state.players.size() == 1) {
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for (const auto& missionID : soloWaveMissions) {
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// Get the mission state
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auto missionState = missionComponent->GetMissionState(missionID);
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// For some reason these achievements are not accepted by default, so we accept them here if they arent already.
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if (missionState != MissionState::MISSION_STATE_COMPLETE && missionState != MissionState::MISSION_STATE_UNKNOWN) {
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missionComponent->AcceptMission(missionID);
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auto* mission = missionComponent->GetMission(missionID);
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missionState = missionComponent->GetMissionState(missionID);
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}
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if (missionState != MissionState::MISSION_STATE_COMPLETE) {
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auto mission = missionComponent->GetMission(missionID);
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if (mission != nullptr) {
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mission->Progress(MissionTaskType::MISSION_TASK_TYPE_SCRIPT, self->GetLOT());
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}
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}
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}
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// Progress solo missions
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if (state.players.size() == 1) {
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for (const auto& missionID : soloWaveMissions) {
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// Get the mission state
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auto missionState = missionComponent->GetMissionState(missionID);
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// For some reason these achievements are not accepted by default, so we accept them here if they arent already.
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if (missionState != MissionState::MISSION_STATE_COMPLETE && missionState != MissionState::MISSION_STATE_UNKNOWN) {
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missionComponent->AcceptMission(missionID);
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missionState = missionComponent->GetMissionState(missionID);
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}
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if (missionState != MissionState::MISSION_STATE_COMPLETE) {
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auto mission = missionComponent->GetMission(missionID);
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if (mission != nullptr) {
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mission->Progress(MissionTaskType::MISSION_TASK_TYPE_SCRIPT, self->GetLOT());
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}
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}
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}
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}
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}
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}
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}
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@ -548,11 +555,19 @@ void BaseWavesServer::UpdateMissionForAllPlayers(Entity* self, uint32_t missionI
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auto* player = EntityManager::Instance()->GetEntity(playerID);
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if (player != nullptr) {
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auto* missionComponent = player->GetComponent<MissionComponent>();
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missionComponent->AcceptMission(missionID);
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auto* mission = missionComponent->GetMission(missionID);
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if (mission != nullptr) {
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mission->Progress(MissionTaskType::MISSION_TASK_TYPE_SCRIPT, self->GetLOT());
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if (missionComponent == nullptr) return;
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// Get the mission state
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auto missionState = missionComponent->GetMissionState(missionID);
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// For some reason these achievements are not accepted by default, so we accept them here if they arent already.
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if (missionState != MissionState::MISSION_STATE_COMPLETE && missionState != MissionState::MISSION_STATE_UNKNOWN) {
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missionComponent->AcceptMission(missionID);
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missionState = missionComponent->GetMissionState(missionID);
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}
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if (missionState != MissionState::MISSION_STATE_COMPLETE) {
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auto mission = missionComponent->GetMission(missionID);
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if (mission != nullptr) {
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mission->Progress(MissionTaskType::MISSION_TASK_TYPE_SCRIPT, self->GetLOT());
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}
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}
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}
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}
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