#include "NjWuNPC.h" #include "MissionComponent.h" #include "Character.h" #include "EntityManager.h" #include "GameMessages.h" #include "eMissionState.h" #include "ePlayerFlag.h" void NjWuNPC::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) { // The Dragon statue daily mission if (missionID == m_MainDragonMissionID) { auto* character = target->GetCharacter(); auto missionComponent = target->GetComponent(); if (character == nullptr || missionComponent == nullptr) return; switch (missionState) { case eMissionState::AVAILABLE: case eMissionState::COMPLETE_AVAILABLE: { // Reset the sub missions for (const auto& subMissionID : m_SubDragonMissionIDs) { missionComponent->RemoveMission(subMissionID); missionComponent->AcceptMission(subMissionID); } character->SetPlayerFlag(ePlayerFlag::NJ_WU_SHOW_DAILY_CHEST, false); // Hide the chest for (auto* chest : EntityManager::Instance()->GetEntitiesInGroup(m_DragonChestGroup)) { GameMessages::SendNotifyClientObject(chest->GetObjectID(), m_ShowChestNotification, 0, -1, target->GetObjectID(), "", target->GetSystemAddress()); } return; } case eMissionState::READY_TO_COMPLETE: case eMissionState::COMPLETE_READY_TO_COMPLETE: { character->SetPlayerFlag(ePlayerFlag::NJ_WU_SHOW_DAILY_CHEST, true); // Show the chest for (auto* chest : EntityManager::Instance()->GetEntitiesInGroup(m_DragonChestGroup)) { GameMessages::SendNotifyClientObject(chest->GetObjectID(), m_ShowChestNotification, 1, -1, target->GetObjectID(), "", target->GetSystemAddress()); } auto playerID = target->GetObjectID(); self->AddCallbackTimer(5.0f, [this, playerID]() { auto* player = EntityManager::Instance()->GetEntity(playerID); if (player == nullptr) return; // Stop the dragon effects for (auto* dragon : EntityManager::Instance()->GetEntitiesInGroup(m_DragonStatueGroup)) { GameMessages::SendStopFXEffect(dragon, true, "on"); } }); } default: return; } } }