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https://github.com/DarkflameUniverse/DarkflameServer.git
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6aa90ad5b2
* Breakout rest of the enums from dcommonvars so we don't have to deal with merge conflicts ePlayerFlags is not a scoped enum, yet, due to it's complexity * address feedback * make player flag types consistent * fix typo
41 lines
1.5 KiB
C++
41 lines
1.5 KiB
C++
#include "NtDukeServer.h"
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#include "InventoryComponent.h"
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#include "MissionComponent.h"
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#include "eMissionState.h"
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#include "ePlayerFlag.h"
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void NtDukeServer::SetVariables(Entity* self) {
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self->SetVar<float_t>(m_SpyProximityVariable, 35.0f);
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self->SetVar<SpyData>(m_SpyDataVariable, {
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ePlayerFlag::NT_FACTION_SPY_DUKE, 13548, 1319
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});
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self->SetVar<std::vector<SpyDialogue>>(m_SpyDialogueTableVariable, {
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{ "DUKE_NT_CONVO_1", 0 },
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{ "DUKE_NT_CONVO_2", 0 },
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{ "DUKE_NT_CONVO_3", 0 },
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});
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// If there's an alternating conversation, indices should be provided using the conversationID variables
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self->SetVar<std::vector<LWOOBJID>>(m_SpyCinematicObjectsVariable, { self->GetObjectID() });
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}
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void NtDukeServer::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) {
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// Handles adding and removing the sword for the Crux Prime Sword mission
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auto* missionComponent = target->GetComponent<MissionComponent>();
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auto* inventoryComponent = target->GetComponent<InventoryComponent>();
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if (missionComponent != nullptr && inventoryComponent != nullptr) {
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auto state = missionComponent->GetMissionState(m_SwordMissionID);
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auto lotCount = inventoryComponent->GetLotCount(m_SwordLot);
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if ((state == eMissionState::AVAILABLE || state == eMissionState::ACTIVE) && lotCount < 1) {
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inventoryComponent->AddItem(m_SwordLot, 1, eLootSourceType::NONE);
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} else if (state == eMissionState::READY_TO_COMPLETE) {
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inventoryComponent->RemoveItem(m_SwordLot, lotCount);
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}
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}
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}
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