mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-09 17:58:20 +00:00
Merge pull request #387 from EmosewaMC/BonsRepeatMissionTriggers
Fixed Battle of Nimbus Station achievements being repeatable
This commit is contained in:
commit
3bb1491f09
@ -368,16 +368,7 @@ void BaseWavesServer::GameOver(Entity *self, bool won) {
|
||||
// Update all mission progression
|
||||
auto* missionComponent = player->GetComponent<MissionComponent>();
|
||||
if (missionComponent != nullptr) {
|
||||
missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_MINIGAME, time, self->GetObjectID(),
|
||||
self->GetVar<std::string>(MissionTypeVariable));
|
||||
|
||||
auto* mission = missionComponent->GetMission(479);
|
||||
if (mission->GetMissionState() > MissionState::MISSION_STATE_AVAILABLE
|
||||
&& mission->GetMissionState() < MissionState::MISSION_STATE_READY_TO_COMPLETE
|
||||
&& time >= 60) {
|
||||
|
||||
mission->Progress(MissionTaskType::MISSION_TASK_TYPE_SCRIPT, self->GetObjectID());
|
||||
}
|
||||
missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_MINIGAME, time, self->GetObjectID(), self->GetVar<std::string>(MissionTypeVariable));
|
||||
}
|
||||
|
||||
StopActivity(self, playerID, wave, time, score);
|
||||
@ -511,24 +502,40 @@ bool BaseWavesServer::UpdateSpawnedEnemies(Entity* self, LWOOBJID enemyID, uint3
|
||||
auto* missionComponent = player->GetComponent<MissionComponent>();
|
||||
if (missionComponent != nullptr) {
|
||||
for (const auto& missionID : waveMission) {
|
||||
missionComponent->AcceptMission(missionID);
|
||||
auto* mission = missionComponent->GetMission(missionID);
|
||||
|
||||
if (mission != nullptr) {
|
||||
mission->Progress(MissionTaskType::MISSION_TASK_TYPE_SCRIPT, self->GetLOT());
|
||||
}
|
||||
}
|
||||
|
||||
if (state.players.size() == 1) {
|
||||
for (const auto& missionID : soloWaveMissions) {
|
||||
// Get the mission state
|
||||
auto missionState = missionComponent->GetMissionState(missionID);
|
||||
// For some reason these achievements are not accepted by default, so we accept them here if they arent already.
|
||||
if (missionState != MissionState::MISSION_STATE_COMPLETE && missionState != MissionState::MISSION_STATE_UNKNOWN) {
|
||||
missionComponent->AcceptMission(missionID);
|
||||
auto* mission = missionComponent->GetMission(missionID);
|
||||
missionState = missionComponent->GetMissionState(missionID);
|
||||
}
|
||||
|
||||
if (missionState != MissionState::MISSION_STATE_COMPLETE) {
|
||||
auto mission = missionComponent->GetMission(missionID);
|
||||
if (mission != nullptr) {
|
||||
mission->Progress(MissionTaskType::MISSION_TASK_TYPE_SCRIPT, self->GetLOT());
|
||||
}
|
||||
}
|
||||
}
|
||||
// Progress solo missions
|
||||
if (state.players.size() == 1) {
|
||||
for (const auto& missionID : soloWaveMissions) {
|
||||
// Get the mission state
|
||||
auto missionState = missionComponent->GetMissionState(missionID);
|
||||
// For some reason these achievements are not accepted by default, so we accept them here if they arent already.
|
||||
if (missionState != MissionState::MISSION_STATE_COMPLETE && missionState != MissionState::MISSION_STATE_UNKNOWN) {
|
||||
missionComponent->AcceptMission(missionID);
|
||||
missionState = missionComponent->GetMissionState(missionID);
|
||||
}
|
||||
|
||||
if (missionState != MissionState::MISSION_STATE_COMPLETE) {
|
||||
auto mission = missionComponent->GetMission(missionID);
|
||||
if (mission != nullptr) {
|
||||
mission->Progress(MissionTaskType::MISSION_TASK_TYPE_SCRIPT, self->GetLOT());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -548,11 +555,19 @@ void BaseWavesServer::UpdateMissionForAllPlayers(Entity* self, uint32_t missionI
|
||||
auto* player = EntityManager::Instance()->GetEntity(playerID);
|
||||
if (player != nullptr) {
|
||||
auto* missionComponent = player->GetComponent<MissionComponent>();
|
||||
missionComponent->AcceptMission(missionID);
|
||||
|
||||
auto* mission = missionComponent->GetMission(missionID);
|
||||
if (mission != nullptr) {
|
||||
mission->Progress(MissionTaskType::MISSION_TASK_TYPE_SCRIPT, self->GetLOT());
|
||||
if (missionComponent == nullptr) return;
|
||||
// Get the mission state
|
||||
auto missionState = missionComponent->GetMissionState(missionID);
|
||||
// For some reason these achievements are not accepted by default, so we accept them here if they arent already.
|
||||
if (missionState != MissionState::MISSION_STATE_COMPLETE && missionState != MissionState::MISSION_STATE_UNKNOWN) {
|
||||
missionComponent->AcceptMission(missionID);
|
||||
missionState = missionComponent->GetMissionState(missionID);
|
||||
}
|
||||
if (missionState != MissionState::MISSION_STATE_COMPLETE) {
|
||||
auto mission = missionComponent->GetMission(missionID);
|
||||
if (mission != nullptr) {
|
||||
mission->Progress(MissionTaskType::MISSION_TASK_TYPE_SCRIPT, self->GetLOT());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user