#include "GrowingFlower.h" #include "MissionComponent.h" #include "eMissionTaskType.h" #include "eMissionState.h" #include "Loot.h" void GrowingFlower::OnSkillEventFired(Entity* self, Entity* target, const std::string& message) { if (!self->GetVar<bool>(u"blooming") && (message == "waterspray" || message == "shovelgrow")) { self->SetVar<bool>(u"blooming", true); self->SetNetworkVar(u"blooming", true); self->AddTimer("FlowerDie", GrowingFlower::aliveTime); const auto mission1 = self->GetVar<int32_t>(u"missionID"); const auto mission2 = self->GetVar<int32_t>(u"missionID2"); Loot::DropActivityLoot(target, self, self->GetLOT(), 0); auto* missionComponent = target->GetComponent<MissionComponent>(); if (missionComponent != nullptr) { for (const auto mission : achievementIDs) missionComponent->ForceProgressTaskType(mission, static_cast<uint32_t>(eMissionTaskType::SCRIPT), 1); if (mission1 && missionComponent->GetMissionState(mission1) == eMissionState::ACTIVE) missionComponent->ForceProgressTaskType(mission1, static_cast<uint32_t>(eMissionTaskType::SCRIPT), 1); if (mission2 && missionComponent->GetMissionState(mission2) == eMissionState::ACTIVE) missionComponent->ForceProgressTaskType(mission2, static_cast<uint32_t>(eMissionTaskType::SCRIPT), 1); } } } void GrowingFlower::OnTimerDone(Entity* self, std::string message) { if (message == "FlowerDie") { self->Smash(); } } const std::vector<uint32_t> GrowingFlower::achievementIDs = { 143, 152, 153, 1409, 1507, 1544, 1581, 1845 };