#include "NpcWispServer.h" #include "InventoryComponent.h" #include "EntityManager.h" #include "Entity.h" #include "GameMessages.h" #include "Item.h" void NpcWispServer::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) { if (missionID != 1849 && missionID != 1883) return; auto* inventory = target->GetComponent(); if (inventory == nullptr) return; LOT maelstromCubeLot = 14592; auto* maelstromCube = inventory->FindItemByLot(maelstromCubeLot); // For the daily we add the maelstrom cube if the player doesn't have it yet if (missionID == 1883 && (missionState == MissionState::MISSION_STATE_AVAILABLE || missionState == MissionState::MISSION_STATE_COMPLETE_AVAILABLE) && maelstromCube == nullptr) { inventory->AddItem(maelstromCubeLot, 1); } else if (missionState == MissionState::MISSION_STATE_READY_TO_COMPLETE || missionState == MissionState::MISSION_STATE_COMPLETE_READY_TO_COMPLETE) { inventory->RemoveItem(maelstromCubeLot, 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) { visible = 0; } auto groups = missionID == 1849 ? std::vector { "MaelstromSamples" } : std::vector { "MaelstromSamples", "MaelstromSamples2ndary1", "MaelstromSamples2ndary2"}; for (const auto& group : groups) { auto samples = EntityManager::Instance()->GetEntitiesInGroup(group); for (auto* sample : samples) { GameMessages::SendNotifyClientObject(sample->GetObjectID(), u"SetVisibility", visible, 0, target->GetObjectID(), "", target->GetSystemAddress()); } } }