mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-04 09:44:10 +00:00
cleanup enums to make them more consistent
This commit is contained in:
@@ -3,6 +3,8 @@
|
||||
#include "ScriptedActivityComponent.h"
|
||||
#include "GameMessages.h"
|
||||
#include "LeaderboardManager.h"
|
||||
#include "eMissionTaskType.h"
|
||||
#include "eMissionState.h"
|
||||
#include "MissionComponent.h"
|
||||
#include <ctime>
|
||||
|
||||
@@ -89,7 +91,7 @@ void NpcAgCourseStarter::OnFireEventServerSide(Entity* self, Entity* sender, std
|
||||
auto* missionComponent = sender->GetComponent<MissionComponent>();
|
||||
if (missionComponent != nullptr) {
|
||||
missionComponent->ForceProgressTaskType(1884, 1, 1, false);
|
||||
missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_MINIGAME, -finish, self->GetObjectID(),
|
||||
missionComponent->Progress(eMissionTaskType::PERFORM_ACTIVITY, -finish, self->GetObjectID(),
|
||||
"performact_time");
|
||||
}
|
||||
|
||||
|
@@ -1,8 +1,8 @@
|
||||
#include "NpcCowboyServer.h"
|
||||
#include "MissionState.h"
|
||||
#include "eMissionState.h"
|
||||
#include "InventoryComponent.h"
|
||||
|
||||
void NpcCowboyServer::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) {
|
||||
void NpcCowboyServer::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) {
|
||||
if (missionID != 1880) {
|
||||
return;
|
||||
}
|
||||
@@ -13,14 +13,14 @@ void NpcCowboyServer::OnMissionDialogueOK(Entity* self, Entity* target, int miss
|
||||
return;
|
||||
}
|
||||
|
||||
if (missionState == MissionState::MISSION_STATE_COMPLETE_ACTIVE ||
|
||||
missionState == MissionState::MISSION_STATE_ACTIVE ||
|
||||
missionState == MissionState::MISSION_STATE_AVAILABLE ||
|
||||
missionState == MissionState::MISSION_STATE_COMPLETE_AVAILABLE) {
|
||||
if (missionState == eMissionState::COMPLETE_ACTIVE ||
|
||||
missionState == eMissionState::ACTIVE ||
|
||||
missionState == eMissionState::AVAILABLE ||
|
||||
missionState == eMissionState::COMPLETE_AVAILABLE) {
|
||||
if (inventoryComponent->GetLotCount(14378) == 0) {
|
||||
inventoryComponent->AddItem(14378, 1, eLootSourceType::LOOT_SOURCE_NONE);
|
||||
}
|
||||
} else if (missionState == MissionState::MISSION_STATE_READY_TO_COMPLETE || missionState == MissionState::MISSION_STATE_COMPLETE_READY_TO_COMPLETE) {
|
||||
} else if (missionState == eMissionState::READY_TO_COMPLETE || missionState == eMissionState::COMPLETE_READY_TO_COMPLETE) {
|
||||
inventoryComponent->RemoveItem(14378, 1);
|
||||
}
|
||||
}
|
||||
|
@@ -3,5 +3,5 @@
|
||||
|
||||
class NpcCowboyServer : public CppScripts::Script
|
||||
{
|
||||
void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) override;
|
||||
void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) override;
|
||||
};
|
||||
|
@@ -1,7 +1,7 @@
|
||||
#include "NpcEpsilonServer.h"
|
||||
#include "GameMessages.h"
|
||||
|
||||
void NpcEpsilonServer::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) {
|
||||
void NpcEpsilonServer::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) {
|
||||
|
||||
//If we are completing the Nexus Force join mission, play the celebration for it:
|
||||
if (missionID == 1851) {
|
||||
|
@@ -2,6 +2,6 @@
|
||||
#include "CppScripts.h"
|
||||
|
||||
class NpcEpsilonServer : public CppScripts::Script {
|
||||
void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState);
|
||||
void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState);
|
||||
};
|
||||
|
||||
|
@@ -3,24 +3,25 @@
|
||||
#include "InventoryComponent.h"
|
||||
#include "MissionComponent.h"
|
||||
#include "Item.h"
|
||||
#include "eMissionState.h"
|
||||
|
||||
void NpcNjAssistantServer::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) {
|
||||
void NpcNjAssistantServer::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) {
|
||||
if (missionID != mailMission) return;
|
||||
|
||||
if (missionState == MissionState::MISSION_STATE_COMPLETE || missionState == MissionState::MISSION_STATE_READY_TO_COMPLETE) {
|
||||
if (missionState == eMissionState::COMPLETE || missionState == eMissionState::READY_TO_COMPLETE) {
|
||||
GameMessages::SendNotifyClientObject(self->GetObjectID(), u"switch", 0, 0, LWOOBJID_EMPTY, "", target->GetSystemAddress());
|
||||
|
||||
auto* inv = static_cast<InventoryComponent*>(target->GetComponent(COMPONENT_TYPE_INVENTORY));
|
||||
|
||||
// If we are ready to complete our missions, we take the kit from you:
|
||||
if (inv && missionState == MissionState::MISSION_STATE_READY_TO_COMPLETE) {
|
||||
if (inv && missionState == eMissionState::READY_TO_COMPLETE) {
|
||||
auto* id = inv->FindItemByLot(14397); //the kit's lot
|
||||
|
||||
if (id != nullptr) {
|
||||
inv->RemoveItem(id->GetLot(), id->GetCount());
|
||||
}
|
||||
}
|
||||
} else if (missionState == MissionState::MISSION_STATE_AVAILABLE) {
|
||||
} else if (missionState == eMissionState::AVAILABLE) {
|
||||
auto* missionComponent = static_cast<MissionComponent*>(target->GetComponent(COMPONENT_TYPE_MISSION));
|
||||
missionComponent->CompleteMission(mailAchievement, true);
|
||||
}
|
||||
|
@@ -2,7 +2,7 @@
|
||||
#include "CppScripts.h"
|
||||
|
||||
class NpcNjAssistantServer : public CppScripts::Script {
|
||||
void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState);
|
||||
void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState);
|
||||
|
||||
private:
|
||||
int mailMission = 1728; //mission to get the item out of your mailbox
|
||||
|
@@ -1,17 +1,17 @@
|
||||
#include "NpcPirateServer.h"
|
||||
#include "MissionState.h"
|
||||
#include "eMissionState.h"
|
||||
#include "InventoryComponent.h"
|
||||
|
||||
void NpcPirateServer::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) {
|
||||
void NpcPirateServer::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) {
|
||||
auto* inventory = target->GetComponent<InventoryComponent>();
|
||||
if (inventory != nullptr && missionID == 1881) {
|
||||
auto* luckyShovel = inventory->FindItemByLot(14591);
|
||||
|
||||
// Add or remove the lucky shovel based on whether the mission was completed or started
|
||||
if ((missionState == MissionState::MISSION_STATE_AVAILABLE || missionState == MissionState::MISSION_STATE_COMPLETE_AVAILABLE)
|
||||
if ((missionState == eMissionState::AVAILABLE || missionState == eMissionState::COMPLETE_AVAILABLE)
|
||||
&& luckyShovel == nullptr) {
|
||||
inventory->AddItem(14591, 1, eLootSourceType::LOOT_SOURCE_NONE);
|
||||
} else if (missionState == MissionState::MISSION_STATE_READY_TO_COMPLETE || missionState == MissionState::MISSION_STATE_COMPLETE_READY_TO_COMPLETE) {
|
||||
} else if (missionState == eMissionState::READY_TO_COMPLETE || missionState == eMissionState::COMPLETE_READY_TO_COMPLETE) {
|
||||
inventory->RemoveItem(14591, 1);
|
||||
}
|
||||
}
|
||||
|
@@ -2,5 +2,5 @@
|
||||
#include "CppScripts.h"
|
||||
|
||||
class NpcPirateServer : public CppScripts::Script {
|
||||
void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) override;
|
||||
void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) override;
|
||||
};
|
||||
|
@@ -3,9 +3,9 @@
|
||||
#include "EntityManager.h"
|
||||
#include "Entity.h"
|
||||
#include "GameMessages.h"
|
||||
#include "MissionState.h"
|
||||
#include "eMissionState.h"
|
||||
|
||||
void NpcWispServer::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) {
|
||||
void NpcWispServer::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) {
|
||||
if (missionID != 1849 && missionID != 1883)
|
||||
return;
|
||||
|
||||
@@ -17,16 +17,16 @@ void NpcWispServer::OnMissionDialogueOK(Entity* self, Entity* target, int missio
|
||||
auto* maelstromVacuum = inventory->FindItemByLot(maelstromVacuumLot);
|
||||
|
||||
// For the daily we add the maelstrom vacuum if the player doesn't have it yet
|
||||
if (missionID == 1883 && (missionState == MissionState::MISSION_STATE_AVAILABLE || missionState == MissionState::MISSION_STATE_COMPLETE_AVAILABLE)
|
||||
if (missionID == 1883 && (missionState == eMissionState::AVAILABLE || missionState == eMissionState::COMPLETE_AVAILABLE)
|
||||
&& maelstromVacuum == nullptr) {
|
||||
inventory->AddItem(maelstromVacuumLot, 1, eLootSourceType::LOOT_SOURCE_NONE);
|
||||
} else if (missionState == MissionState::MISSION_STATE_READY_TO_COMPLETE || missionState == MissionState::MISSION_STATE_COMPLETE_READY_TO_COMPLETE) {
|
||||
} else if (missionState == eMissionState::READY_TO_COMPLETE || missionState == eMissionState::COMPLETE_READY_TO_COMPLETE) {
|
||||
inventory->RemoveItem(maelstromVacuumLot, 1);
|
||||
}
|
||||
|
||||
// Next up hide or show the samples based on the mission state
|
||||
auto visible = 1;
|
||||
if (missionState == MissionState::MISSION_STATE_READY_TO_COMPLETE || missionState == MissionState::MISSION_STATE_COMPLETE_READY_TO_COMPLETE) {
|
||||
if (missionState == eMissionState::READY_TO_COMPLETE || missionState == eMissionState::COMPLETE_READY_TO_COMPLETE) {
|
||||
visible = 0;
|
||||
}
|
||||
|
||||
|
@@ -2,5 +2,5 @@
|
||||
#include "CppScripts.h"
|
||||
|
||||
class NpcWispServer : public CppScripts::Script {
|
||||
void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState);
|
||||
void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState);
|
||||
};
|
||||
|
@@ -1,7 +1,7 @@
|
||||
#include "RemoveRentalGear.h"
|
||||
#include "InventoryComponent.h"
|
||||
#include "Item.h"
|
||||
#include "MissionState.h"
|
||||
#include "eMissionState.h"
|
||||
#include "Character.h"
|
||||
|
||||
/*
|
||||
@@ -17,10 +17,10 @@
|
||||
--------------------------------------------------------------
|
||||
*/
|
||||
|
||||
void RemoveRentalGear::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) {
|
||||
void RemoveRentalGear::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) {
|
||||
if (missionID != defaultMission && missionID != 313) return;
|
||||
|
||||
if (missionState == MissionState::MISSION_STATE_COMPLETE || missionState == MissionState::MISSION_STATE_READY_TO_COMPLETE) {
|
||||
if (missionState == eMissionState::COMPLETE || missionState == eMissionState::READY_TO_COMPLETE) {
|
||||
auto inv = static_cast<InventoryComponent*>(target->GetComponent(COMPONENT_TYPE_INVENTORY));
|
||||
if (!inv) return;
|
||||
|
||||
|
@@ -2,7 +2,7 @@
|
||||
#include "CppScripts.h"
|
||||
|
||||
class RemoveRentalGear : public CppScripts::Script {
|
||||
void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState);
|
||||
void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState);
|
||||
|
||||
private:
|
||||
int defaultMission = 768; //mission to remove gearSets on completion
|
||||
|
Reference in New Issue
Block a user