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fix: ninjago missions remove items
fixes an issue where this mission was completed prior to a bug fix, causing the items to remain in the inventory. Tested that players with the mission completed have the item correctly removed from their inventory.
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@ -15,6 +15,7 @@ enum class eCharacterVersion : uint32_t {
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// Fixes vault size value
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VAULT_SIZE,
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// Fixes speed base value in level component
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SPEED_BASE,
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UP_TO_DATE, // will become SPEED_BASE
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};
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@ -79,7 +79,9 @@
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#include "PositionUpdate.h"
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#include "PlayerManager.h"
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#include "eLoginResponse.h"
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#include "MissionComponent.h"
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#include "SlashCommandHandler.h"
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#include "InventoryComponent.h"
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namespace Game {
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Logger* logger = nullptr;
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@ -1043,7 +1045,9 @@ void HandlePacket(Packet* packet) {
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// Do charxml fixes here
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auto* levelComponent = player->GetComponent<LevelProgressionComponent>();
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if (!levelComponent) return;
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auto* const inventoryComponent = player->GetComponent<InventoryComponent>();
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const auto* const missionComponent = player->GetComponent<MissionComponent>();
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if (!levelComponent || !missionComponent || !inventoryComponent) return;
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auto version = levelComponent->GetCharacterVersion();
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switch (version) {
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@ -1060,7 +1064,23 @@ void HandlePacket(Packet* packet) {
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case eCharacterVersion::VAULT_SIZE:
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LOG("Updaing Speedbase");
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levelComponent->SetRetroactiveBaseSpeed();
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levelComponent->SetCharacterVersion(eCharacterVersion::SPEED_BASE);
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case eCharacterVersion::SPEED_BASE: {
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LOG("Removing lots from NJ Jay missions bugged at foss");
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// https://explorer.lu/missions/1789
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const auto* mission = missionComponent->GetMission(1789);
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if (mission && mission->IsComplete()) {
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inventoryComponent->RemoveItem(14474, 1, eInventoryType::ITEMS);
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inventoryComponent->RemoveItem(14474, 1, eInventoryType::VAULT_ITEMS);
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}
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// https://explorer.lu/missions/1927
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mission = missionComponent->GetMission(1927);
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if (mission && mission->IsComplete()) {
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inventoryComponent->RemoveItem(14493, 1, eInventoryType::ITEMS);
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inventoryComponent->RemoveItem(14493, 1, eInventoryType::VAULT_ITEMS);
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}
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levelComponent->SetCharacterVersion(eCharacterVersion::UP_TO_DATE);
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}
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case eCharacterVersion::UP_TO_DATE:
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break;
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}
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