mission fix redo

This commit is contained in:
jadebenn 2023-11-21 20:16:17 -06:00
parent cb65de61ca
commit 3f1468ebdf
2 changed files with 28 additions and 33 deletions

View File

@ -368,15 +368,12 @@ void PetComponent::Update(float deltaTime) {
}
auto* owner = GetOwner();
if (owner == nullptr) {
m_Parent->Kill();
return;
}
m_MovementAI = m_Parent->GetComponent<MovementAIComponent>();
if (m_MovementAI == nullptr) {
return;
}
@ -390,7 +387,6 @@ void PetComponent::Update(float deltaTime) {
NiPoint3 position = m_MovementAI->GetParent()->GetPosition();
float distanceToOwner = Vector3::DistanceSquared(position, destination);
if (distanceToOwner > 50 * 50 || m_TimerAway > 5) {
m_MovementAI->Warp(destination);
@ -437,7 +433,6 @@ void PetComponent::Update(float deltaTime) {
const bool digUnlocked = missionComponent->GetMissionState(842) == eMissionState::COMPLETE;
Entity* closestTresure = PetDigServer::GetClosestTresure(position);
if (closestTresure != nullptr && digUnlocked) {
// Skeleton Dragon Pat special case for bone digging
if (closestTresure->GetLOT() == 12192 && m_Parent->GetLOT() != 13067) {
@ -449,7 +444,7 @@ void PetComponent::Update(float deltaTime) {
if (distance < 5 * 5) {
m_Interaction = closestTresure->GetObjectID();
Command(NiPoint3::ZERO, LWOOBJID_EMPTY, 1, PetEmote::Bounce , true); // Plays 'bounce' animation
Command(NiPoint3::ZERO, LWOOBJID_EMPTY, 1, PetEmote::Bounce, true); // Plays 'bounce' animation
SetIsReadyToDig(true);
@ -1157,7 +1152,7 @@ void PetComponent::SetPreconditions(std::string& preconditions) {
void PetComponent::StartInteractDig() {
//m_InInteract = true;
m_TresureTime = 2.0f; //TODO: Remove magic number
Command(NiPoint3::ZERO, LWOOBJID_EMPTY, 1, PetEmote::DigTreasure , true);
Command(NiPoint3::ZERO, LWOOBJID_EMPTY, 1, PetEmote::DigTreasure, true);
}
void PetComponent::EndInteractDig() {

View File

@ -5017,32 +5017,6 @@ void GameMessages::HandlePlayEmote(RakNet::BitStream* inStream, Entity* entity)
if (emoteID == 0) return;
std::string sAnimationName = "deaded"; //Default name in case we fail to get the emote
MissionComponent* missionComponent = entity->GetComponent<MissionComponent>();
if (missionComponent) {
if (targetID != LWOOBJID_EMPTY) {
auto* targetEntity = Game::entityManager->GetEntity(targetID);
LOG_DEBUG("Emote target found (%d)", targetEntity != nullptr);
if (targetEntity != nullptr) {
targetEntity->OnEmoteReceived(emoteID, entity);
missionComponent->Progress(eMissionTaskType::EMOTE, emoteID, targetID);
}
} else {
LOG_DEBUG("Target ID is empty, using backup");
const auto scriptedEntities = Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::SCRIPT);
const auto& referencePoint = entity->GetPosition();
for (auto* scripted : scriptedEntities) {
if (Vector3::DistanceSquared(scripted->GetPosition(), referencePoint) > 5.0f * 5.0f) continue;
scripted->OnEmoteReceived(emoteID, entity);
missionComponent->Progress(eMissionTaskType::EMOTE, emoteID, scripted->GetObjectID());
}
}
}
CDEmoteTableTable* emotes = CDClientManager::Instance().GetTable<CDEmoteTableTable>();
if (emotes) {
CDEmoteTable* emote = emotes->GetEmote(emoteID);
@ -5050,6 +5024,32 @@ void GameMessages::HandlePlayEmote(RakNet::BitStream* inStream, Entity* entity)
}
RenderComponent::PlayAnimation(entity, sAnimationName);
MissionComponent* missionComponent = entity->GetComponent<MissionComponent>();
if (!missionComponent) return;
if (targetID != LWOOBJID_EMPTY) {
auto* targetEntity = Game::entityManager->GetEntity(targetID);
LOG_DEBUG("Emote target found (%d)", targetEntity != nullptr);
if (targetEntity != nullptr) {
targetEntity->OnEmoteReceived(emoteID, entity);
missionComponent->Progress(eMissionTaskType::EMOTE, emoteID, targetID);
}
} else {
LOG_DEBUG("Target ID is empty, using backup");
const auto scriptedEntities = Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::SCRIPT);
const auto& referencePoint = entity->GetPosition();
for (auto* scripted : scriptedEntities) {
if (Vector3::DistanceSquared(scripted->GetPosition(), referencePoint) > 5.0f * 5.0f) continue;
scripted->OnEmoteReceived(emoteID, entity);
missionComponent->Progress(eMissionTaskType::EMOTE, emoteID, scripted->GetObjectID());
}
}
}
void GameMessages::HandleModularBuildConvertModel(RakNet::BitStream* inStream, Entity* entity, const SystemAddress& sysAddr) {