mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-10 02:08:20 +00:00
7a051afd97
Added support for Items to have a loot source attached to them when dropped or rolled. This fixes the issue where achievements would give the item before it appeared in the achievement window.
77 lines
1.8 KiB
C++
77 lines
1.8 KiB
C++
#include "NsTokenConsoleServer.h"
|
|
#include "InventoryComponent.h"
|
|
#include "EntityManager.h"
|
|
#include "GameMessages.h"
|
|
#include "Character.h"
|
|
#include "MissionComponent.h"
|
|
#include "RebuildComponent.h"
|
|
|
|
void NsTokenConsoleServer::OnStartup(Entity* self)
|
|
{
|
|
|
|
}
|
|
|
|
void NsTokenConsoleServer::OnUse(Entity* self, Entity* user)
|
|
{
|
|
auto* rebuildComponent = self->GetComponent<RebuildComponent>();
|
|
|
|
if (rebuildComponent == nullptr)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (rebuildComponent->GetState() != REBUILD_COMPLETED)
|
|
{
|
|
return;
|
|
}
|
|
|
|
auto* inventoryComponent = user->GetComponent<InventoryComponent>();
|
|
auto* missionComponent = user->GetComponent<MissionComponent>();
|
|
auto* character = user->GetCharacter();
|
|
|
|
if (inventoryComponent == nullptr || missionComponent == nullptr || character == nullptr)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (inventoryComponent->GetLotCount(6194) < 25)
|
|
{
|
|
return;
|
|
}
|
|
|
|
inventoryComponent->RemoveItem(6194, 25);
|
|
|
|
const auto useSound = self->GetVar<std::string>(u"sound1");
|
|
|
|
if (!useSound.empty())
|
|
{
|
|
GameMessages::SendPlayNDAudioEmitter(self, UNASSIGNED_SYSTEM_ADDRESS, useSound);
|
|
}
|
|
|
|
// Player must be in faction to interact with this entity.
|
|
LOT tokenLOT = 0;
|
|
|
|
if (character->GetPlayerFlag(46))
|
|
{
|
|
tokenLOT = 8321;
|
|
}
|
|
else if (character->GetPlayerFlag(47))
|
|
{
|
|
tokenLOT = 8318;
|
|
}
|
|
else if (character->GetPlayerFlag(48))
|
|
{
|
|
tokenLOT = 8320;
|
|
}
|
|
else if (character->GetPlayerFlag(49))
|
|
{
|
|
tokenLOT = 8319;
|
|
}
|
|
|
|
inventoryComponent->AddItem(tokenLOT, 5, eLootSourceType::LOOT_SOURCE_NONE);
|
|
|
|
missionComponent->ForceProgressTaskType(863, 1, 1, false);
|
|
|
|
GameMessages::SendTerminateInteraction(user->GetObjectID(), FROM_INTERACTION, self->GetObjectID());
|
|
}
|