#include "NpcWispServer.h" #include "InventoryComponent.h" #include "dZoneManager.h" #include "Entity.h" #include "GameMessages.h" #include "eMissionState.h" #include "Spawner.h" void NpcWispServer::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) { if (missionID != 1849 && missionID != 1883) return; auto* inventory = target->GetComponent(); if (inventory == nullptr) return; LOT maelstromVacuumLot = 14592; 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 == eMissionState::AVAILABLE || missionState == eMissionState::COMPLETE_AVAILABLE) && maelstromVacuum == nullptr) { inventory->AddItem(maelstromVacuumLot, 1, eLootSourceType::NONE); } 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 int32_t visible = 1; if (missionState == eMissionState::READY_TO_COMPLETE || missionState == eMissionState::COMPLETE_READY_TO_COMPLETE) { visible = 0; } auto groups = missionID == 1849 ? std::vector { "MaelstromSamples" } : std::vector{ "MaelstromSamples", "MaelstromSamples2ndary1", "MaelstromSamples2ndary2" }; for (const auto& group : groups) { auto spawners = Game::zoneManager->GetSpawnersByName(group); for (const auto* spawner : spawners) { for (const auto objId : spawner->GetSpawnedObjectIDs()) GameMessages::SendNotifyClientObject(objId, u"SetVisibility", visible, 0, target->GetObjectID(), "", target->GetSystemAddress()); } } }