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https://github.com/DarkflameUniverse/DarkflameServer.git
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fix: mission offering (#1359)
fixes an issue where NPCs would offer the incorrect missions which caused odd blocks. Consolidated logic for mission offering and removed redundant code.
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ffa2f9986c
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@ -55,54 +55,39 @@ MissionOfferComponent::MissionOfferComponent(Entity* parent, const LOT parentLot
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});
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for (auto& mission : missions) {
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auto* offeredMission = new OfferedMission(mission.missionID, mission.offersMission, mission.acceptsMission);
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this->offeredMissions.push_back(offeredMission);
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this->offeredMissions.emplace_back(mission.missionID, mission.offersMission, mission.acceptsMission);
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}
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}
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}
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MissionOfferComponent::~MissionOfferComponent() {
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for (auto* mission : this->offeredMissions) {
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if (mission) {
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delete mission;
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mission = nullptr;
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}
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}
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offeredMissions.clear();
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}
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void MissionOfferComponent::OnUse(Entity* originator) {
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OfferMissions(originator);
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}
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void MissionOfferComponent::OfferMissions(Entity* entity, const uint32_t specifiedMissionId) {
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// First, get the entity's MissionComponent. If there is not one, then we cannot offer missions to this entity.
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auto* missionComponent = static_cast<MissionComponent*>(entity->GetComponent(eReplicaComponentType::MISSION));
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auto* missionComponent = entity->GetComponent<MissionComponent>();
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if (!missionComponent) {
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LOG("Unable to get mission component for Entity %llu", entity->GetObjectID());
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return;
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}
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std::vector<uint32_t> offered{};
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CDMissions info{};
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if (specifiedMissionId > 0 && !Mission::IsValidMission(specifiedMissionId, info)) {
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return;
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}
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for (auto* offeredMission : this->offeredMissions) {
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for (const auto offeredMission : this->offeredMissions) {
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if (specifiedMissionId > 0) {
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if (offeredMission->GetMissionId() != specifiedMissionId && !info.isRandom) {
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if (offeredMission.GetMissionId() != specifiedMissionId && !info.isRandom) {
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continue;
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}
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}
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// First, check if we already have the mission
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const auto missionId = offeredMission->GetMissionId();
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const auto missionId = offeredMission.GetMissionId();
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auto* mission = missionComponent->GetMission(missionId);
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@ -118,8 +103,6 @@ void MissionOfferComponent::OfferMissions(Entity* entity, const uint32_t specifi
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if (mission->IsActive() || mission->IsReadyToComplete()) {
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GameMessages::SendOfferMission(entity->GetObjectID(), entity->GetSystemAddress(), missionId, m_Parent->GetObjectID());
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offered.push_back(missionId);
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continue;
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}
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}
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@ -127,20 +110,13 @@ void MissionOfferComponent::OfferMissions(Entity* entity, const uint32_t specifi
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const auto canAccept = MissionPrerequisites::CanAccept(missionId, missionComponent->GetMissions());
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// Mission has not yet been accepted - check the prereqs
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if (!canAccept)
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continue;
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if (!Mission::IsValidMission(missionId, info)) {
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continue;
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}
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if (!canAccept || !Mission::IsValidMission(missionId, info)) continue;
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const auto& randomPool = info.randomPool;
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const auto isRandom = info.isRandom;
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if (isRandom && randomPool.empty()) // This means the mission is part of a random pool of missions.
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{
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continue;
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}
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// This means the mission is part of a random pool of missions.
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if (isRandom && randomPool.empty()) continue;
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if (isRandom && !randomPool.empty()) {
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std::istringstream stream(randomPool);
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@ -180,9 +156,7 @@ void MissionOfferComponent::OfferMissions(Entity* entity, const uint32_t specifi
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sample == specifiedMissionId) {
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mission = missionComponent->GetMission(sample);
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if (mission == nullptr || mission->IsAchievement()) {
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continue;
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}
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if (mission == nullptr || mission->IsAchievement()) continue;
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GameMessages::SendOfferMission(entity->GetObjectID(), entity->GetSystemAddress(), sample, m_Parent->GetObjectID());
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@ -191,22 +165,18 @@ void MissionOfferComponent::OfferMissions(Entity* entity, const uint32_t specifi
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break;
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}
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if (std::find(offered.begin(), offered.end(), sample) == offered.end() && MissionPrerequisites::CanAccept(sample, missionComponent->GetMissions())) {
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if (MissionPrerequisites::CanAccept(sample, missionComponent->GetMissions())) {
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canAcceptPool.push_back(sample);
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}
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}
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// If the mission is already active or we already completed one of them today
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if (canAcceptPool.empty())
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continue;
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if (canAcceptPool.empty()) continue;
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const auto selected = canAcceptPool[GeneralUtils::GenerateRandomNumber<int>(0, canAcceptPool.size() - 1)];
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GameMessages::SendOfferMission(entity->GetObjectID(), entity->GetSystemAddress(), selected, m_Parent->GetObjectID());
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} else if (
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std::find(offered.begin(), offered.end(), missionId) == offered.end()
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&&
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(offeredMission->GetOffersMission() || offeredMission->GetAcceptsMission())) {
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} else if (offeredMission.GetOffersMission()) {
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GameMessages::SendOfferMission(entity->GetObjectID(), entity->GetSystemAddress(), missionId, m_Parent->GetObjectID());
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}
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}
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@ -64,7 +64,6 @@ public:
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::MISSION_OFFER;
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MissionOfferComponent(Entity* parent, LOT parentLot);
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~MissionOfferComponent() override;
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/**
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* Handles the OnUse event triggered by some entity, determines which missions to show based on what they may
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@ -85,7 +84,7 @@ private:
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/**
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* The missions this entity has to offer
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*/
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std::vector<OfferedMission*> offeredMissions;
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std::vector<OfferedMission> offeredMissions;
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};
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#endif // MISSIONOFFERCOMPONENT_H
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@ -257,7 +257,7 @@ bool Mission::IsComplete() const {
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}
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bool Mission::IsActive() const {
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return m_State == eMissionState::ACTIVE || m_State == eMissionState::COMPLETE_AVAILABLE;
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return m_State == eMissionState::ACTIVE || m_State == eMissionState::COMPLETE_ACTIVE;
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}
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void Mission::MakeActive() {
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