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https://github.com/DarkflameUniverse/DarkflameServer.git
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fix: live accurate player flag missions and flag debugging
Tested that the client reflects the correct server progression after a test map and manually setting a flag off. tested that session flags correctly pick up on progression updates
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@@ -32,7 +32,7 @@
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#include "StringifiedEnum.h"
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namespace {
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std::set<uint32_t> g_TestedMissions = {773, 774, 775, 776, 777}; // TODO Figure out why these missions are broken sometimes
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std::set<uint32_t> g_TestedMissions = { 773, 774, 775, 776, 777 }; // TODO Figure out why these missions are broken sometimes
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}
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Mission::Mission(MissionComponent* missionComponent, const uint32_t missionId) {
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@@ -87,6 +87,7 @@ void Mission::LoadFromXmlDone(const tinyxml2::XMLElement& element) {
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}
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void Mission::LoadFromXmlCur(const tinyxml2::XMLElement& element) {
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const auto* const character = GetCharacter();
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// Start custom XML
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if (element.Attribute("state") != nullptr) {
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m_State = static_cast<eMissionState>(std::stoul(element.Attribute("state")));
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@@ -126,6 +127,12 @@ void Mission::LoadFromXmlCur(const tinyxml2::XMLElement& element) {
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}
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curTask->SetUnique(uniques);
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} else if (type == eMissionTaskType::PLAYER_FLAG) {
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int32_t progress = 0; // Update the progress to not include session flags which are unset between logins
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for (const auto flag : curTask->GetAllTargets()) {
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if (character->GetPlayerFlag(flag)) progress++;
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}
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curTask->SetProgress(progress, false);
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}
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index++;
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@@ -453,7 +460,7 @@ void Mission::YieldRewards() {
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if (info.LegoScore > 0) {
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eLootSourceType lootSource = info.isMission ? eLootSourceType::MISSION : eLootSourceType::ACHIEVEMENT;
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if (levelComponent->GetLevel() >= Game::zoneManager->GetWorldConfig().levelCap) {
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// Since the character is at the level cap we reward them with coins instead of UScore.
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// If player is at the level cap and doesnt want to keep earning UScore at max level we convert it here.
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coinsToSend += info.LegoScore * Game::zoneManager->GetWorldConfig().levelCapCurrencyConversion;
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} else {
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characterComponent->SetUScore(characterComponent->GetUScore() + info.LegoScore);
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