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0531365cb5
* 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>
36 lines
1.7 KiB
C++
36 lines
1.7 KiB
C++
#include "GrowingFlower.h"
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#include "MissionComponent.h"
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void GrowingFlower::OnSkillEventFired(Entity *self, Entity *target, const std::string &message) {
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if (!self->GetVar<bool>(u"blooming") && (message == "waterspray" || message == "shovelgrow")) {
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self->SetVar<bool>(u"blooming", true);
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self->SetNetworkVar(u"blooming", true);
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self->AddTimer("FlowerDie", GrowingFlower::aliveTime);
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const auto mission1 = self->GetVar<int32_t>(u"missionID");
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const auto mission2 = self->GetVar<int32_t>(u"missionID2");
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LootGenerator::Instance().DropActivityLoot(target, self, self->GetLOT(), 0);
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auto* missionComponent = target->GetComponent<MissionComponent>();
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if (missionComponent != nullptr) {
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for (const auto mission : achievementIDs)
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missionComponent->ForceProgressTaskType(mission, static_cast<uint32_t>(MissionTaskType::MISSION_TASK_TYPE_SCRIPT), 1);
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if (mission1 && missionComponent->GetMissionState(mission1) == MissionState::MISSION_STATE_ACTIVE)
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missionComponent->ForceProgressTaskType(mission1, static_cast<uint32_t>(MissionTaskType::MISSION_TASK_TYPE_SCRIPT), 1);
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if (mission2 && missionComponent->GetMissionState(mission2) == MissionState::MISSION_STATE_ACTIVE)
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missionComponent->ForceProgressTaskType(mission2, static_cast<uint32_t>(MissionTaskType::MISSION_TASK_TYPE_SCRIPT), 1);
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}
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}
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}
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void GrowingFlower::OnTimerDone(Entity *self, std::string message) {
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if (message == "FlowerDie") {
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self->Smash();
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}
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}
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const std::vector<uint32_t> GrowingFlower::achievementIDs = { 143, 152, 153, 1409, 1507, 1544, 1581, 1845 };
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