David Markowitz 70af1f9314
Fixed an issue where repeatable missions were not rewarding the items they should be rewarding ()
When applied this fixes issues with repeatable mission were not rewarding the correct items.
2022-01-14 14:00:09 +01:00

46 lines
1.9 KiB
C++

#include "NpcWispServer.h"
#include "InventoryComponent.h"
#include "EntityManager.h"
#include "Entity.h"
#include "GameMessages.h"
#include "Item.h"
void NpcWispServer::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) {
if (missionID != 1849 && missionID != 1883)
return;
auto* inventory = target->GetComponent<InventoryComponent>();
if (inventory == nullptr)
return;
LOT maelstromVacuumLot = 14592;
auto* maelstromVacuum = inventory->FindItemByLot(maelstromVacuumLot);
// For the daily we add the maelstrom vacuum if the player doesn't have it yet
if (missionID == 1883 && (missionState == MissionState::MISSION_STATE_AVAILABLE || missionState == MissionState::MISSION_STATE_COMPLETE_AVAILABLE)
&& maelstromVacuum == nullptr) {
inventory->AddItem(maelstromVacuumLot, 1);
} else if (missionState == MissionState::MISSION_STATE_READY_TO_COMPLETE || missionState == MissionState::MISSION_STATE_COMPLETE_READY_TO_COMPLETE) {
inventory->RemoveItem(maelstromVacuumLot, 1);
}
// Next up hide or show the samples based on the mission state
auto visible = 1;
if (missionState == MissionState::MISSION_STATE_READY_TO_COMPLETE || missionState == MissionState::MISSION_STATE_COMPLETE_READY_TO_COMPLETE) {
visible = 0;
}
auto groups = missionID == 1849
? std::vector<std::string> { "MaelstromSamples" }
: std::vector<std::string> { "MaelstromSamples", "MaelstromSamples2ndary1", "MaelstromSamples2ndary2"};
for (const auto& group : groups) {
auto samples = EntityManager::Instance()->GetEntitiesInGroup(group);
for (auto* sample : samples) {
GameMessages::SendNotifyClientObject(sample->GetObjectID(), u"SetVisibility", visible, 0,
target->GetObjectID(), "", target->GetSystemAddress());
}
}
}