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Fixed an issue where repeatable missions were not rewarding the items they should be rewarding (#357)
When applied this fixes issues with repeatable mission were not rewarding the correct items.
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parent
24aaa04954
commit
70af1f9314
@ -58,7 +58,7 @@ CDMissionsTable::CDMissionsTable(void) {
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entry.reward_item2_repeatable = tableData.getIntField(32, -1);
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entry.reward_item2_repeatable = tableData.getIntField(32, -1);
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entry.reward_item2_repeat_count = tableData.getIntField(33, -1);
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entry.reward_item2_repeat_count = tableData.getIntField(33, -1);
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entry.reward_item3_repeatable = tableData.getIntField(34, -1);
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entry.reward_item3_repeatable = tableData.getIntField(34, -1);
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entry.reward_item3_repeat_count = tableData.getIntField(34, -1);
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entry.reward_item3_repeat_count = tableData.getIntField(35, -1);
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entry.reward_item4_repeatable = tableData.getIntField(36, -1);
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entry.reward_item4_repeatable = tableData.getIntField(36, -1);
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entry.reward_item4_repeat_count = tableData.getIntField(37, -1);
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entry.reward_item4_repeat_count = tableData.getIntField(37, -1);
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entry.time_limit = tableData.getIntField(38, -1);
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entry.time_limit = tableData.getIntField(38, -1);
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@ -438,10 +438,13 @@ void Mission::YieldRewards() {
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items.emplace_back(info->reward_item4_repeatable, info->reward_item4_repeat_count);
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items.emplace_back(info->reward_item4_repeatable, info->reward_item4_repeat_count);
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for (const auto& pair : items) {
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for (const auto& pair : items) {
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if (pair.second <= 0 || (m_Reward > 0 && pair.first != m_Reward)) {
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// Some missions reward zero of an item and so they must be allowed through this clause,
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// hence pair.second < 0 instead of pair.second <= 0.
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if (pair.second < 0 || (m_Reward > 0 && pair.first != m_Reward)) {
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continue;
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continue;
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}
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}
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// If a mission rewards zero of an item, make it reward 1.
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auto count = pair.second > 0 ? pair.second : 1;
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auto count = pair.second > 0 ? pair.second : 1;
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// Sanity check, 6 is the max any mission yields
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// Sanity check, 6 is the max any mission yields
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@ -467,10 +470,13 @@ void Mission::YieldRewards() {
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items.emplace_back(info->reward_item4, info->reward_item4_count);
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items.emplace_back(info->reward_item4, info->reward_item4_count);
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for (const auto& pair : items) {
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for (const auto& pair : items) {
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// Some missions reward zero of an item and so they must be allowed through this clause,
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// hence pair.second < 0 instead of pair.second <= 0.
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if (pair.second < 0 || (m_Reward > 0 && pair.first != m_Reward)) {
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if (pair.second < 0 || (m_Reward > 0 && pair.first != m_Reward)) {
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continue;
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continue;
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}
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}
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// If a mission rewards zero of an item, make it reward 1.
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auto count = pair.second > 0 ? pair.second : 1;
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auto count = pair.second > 0 ? pair.second : 1;
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// Sanity check, 6 is the max any mission yields
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// Sanity check, 6 is the max any mission yields
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@ -14,15 +14,15 @@ void NpcWispServer::OnMissionDialogueOK(Entity* self, Entity* target, int missio
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if (inventory == nullptr)
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if (inventory == nullptr)
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return;
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return;
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LOT maelstromCubeLot = 14592;
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LOT maelstromVacuumLot = 14592;
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auto* maelstromCube = inventory->FindItemByLot(maelstromCubeLot);
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auto* maelstromVacuum = inventory->FindItemByLot(maelstromVacuumLot);
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// For the daily we add the maelstrom cube if the player doesn't have it yet
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// For the daily we add the maelstrom vacuum if the player doesn't have it yet
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if (missionID == 1883 && (missionState == MissionState::MISSION_STATE_AVAILABLE || missionState == MissionState::MISSION_STATE_COMPLETE_AVAILABLE)
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if (missionID == 1883 && (missionState == MissionState::MISSION_STATE_AVAILABLE || missionState == MissionState::MISSION_STATE_COMPLETE_AVAILABLE)
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&& maelstromCube == nullptr) {
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&& maelstromVacuum == nullptr) {
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inventory->AddItem(maelstromCubeLot, 1);
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inventory->AddItem(maelstromVacuumLot, 1);
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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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} else if (missionState == MissionState::MISSION_STATE_READY_TO_COMPLETE || missionState == MissionState::MISSION_STATE_COMPLETE_READY_TO_COMPLETE) {
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inventory->RemoveItem(maelstromCubeLot, 1);
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inventory->RemoveItem(maelstromVacuumLot, 1);
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}
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}
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// Next up hide or show the samples based on the mission state
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// Next up hide or show the samples based on the mission state
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