DarkflameServer/dScripts/GrowingFlower.cpp
Jett 0531365cb5
Make loot accurate to the loot drop rates during live. (#216)
* loot fix (broken)

* Fixed loot

* Update SlashCommandHandler.cpp

* Remove debug command

* Roll loot command

* Remove debug log

* Added const references
When this commit is applied it adds const references to the loot system avoid some unnecessary copies.

Co-authored-by: wincent <wincent.holm@gmail.com>
Co-authored-by: Avery <averysumner@gmail.com>
2021-12-20 02:25:45 -08:00

36 lines
1.7 KiB
C++

#include "GrowingFlower.h"
#include "MissionComponent.h"
void GrowingFlower::OnSkillEventFired(Entity *self, Entity *target, const std::string &message) {
if (!self->GetVar<bool>(u"blooming") && (message == "waterspray" || message == "shovelgrow")) {
self->SetVar<bool>(u"blooming", true);
self->SetNetworkVar(u"blooming", true);
self->AddTimer("FlowerDie", GrowingFlower::aliveTime);
const auto mission1 = self->GetVar<int32_t>(u"missionID");
const auto mission2 = self->GetVar<int32_t>(u"missionID2");
LootGenerator::Instance().DropActivityLoot(target, self, self->GetLOT(), 0);
auto* missionComponent = target->GetComponent<MissionComponent>();
if (missionComponent != nullptr) {
for (const auto mission : achievementIDs)
missionComponent->ForceProgressTaskType(mission, static_cast<uint32_t>(MissionTaskType::MISSION_TASK_TYPE_SCRIPT), 1);
if (mission1 && missionComponent->GetMissionState(mission1) == MissionState::MISSION_STATE_ACTIVE)
missionComponent->ForceProgressTaskType(mission1, static_cast<uint32_t>(MissionTaskType::MISSION_TASK_TYPE_SCRIPT), 1);
if (mission2 && missionComponent->GetMissionState(mission2) == MissionState::MISSION_STATE_ACTIVE)
missionComponent->ForceProgressTaskType(mission2, static_cast<uint32_t>(MissionTaskType::MISSION_TASK_TYPE_SCRIPT), 1);
}
}
}
void GrowingFlower::OnTimerDone(Entity *self, std::string message) {
if (message == "FlowerDie") {
self->Smash();
}
}
const std::vector<uint32_t> GrowingFlower::achievementIDs = { 143, 152, 153, 1409, 1507, 1544, 1581, 1845 };