mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-26 23:47:21 +00:00
ddaac276fe
* fix macros not trimming newline * Remove hardcoded spawner groups Was just missing an inline script implementation and using the wrong name
47 lines
1.8 KiB
C++
47 lines
1.8 KiB
C++
#include "NpcWispServer.h"
|
|
#include "InventoryComponent.h"
|
|
#include "dZoneManager.h"
|
|
#include "Entity.h"
|
|
#include "GameMessages.h"
|
|
#include "eMissionState.h"
|
|
#include "Spawner.h"
|
|
|
|
void NpcWispServer::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState 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 == eMissionState::AVAILABLE || missionState == eMissionState::COMPLETE_AVAILABLE)
|
|
&& maelstromVacuum == nullptr) {
|
|
inventory->AddItem(maelstromVacuumLot, 1, eLootSourceType::NONE);
|
|
} else if (missionState == eMissionState::READY_TO_COMPLETE || missionState == eMissionState::COMPLETE_READY_TO_COMPLETE) {
|
|
inventory->RemoveItem(maelstromVacuumLot, 1);
|
|
}
|
|
|
|
// Next up hide or show the samples based on the mission state
|
|
int32_t visible = 1;
|
|
if (missionState == eMissionState::READY_TO_COMPLETE || missionState == eMissionState::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 spawners = Game::zoneManager->GetSpawnersByName(group);
|
|
for (const auto* spawner : spawners) {
|
|
for (const auto objId : spawner->GetSpawnedObjectIDs())
|
|
GameMessages::SendNotifyClientObject(objId, u"SetVisibility", visible, 0,
|
|
target->GetObjectID(), "", target->GetSystemAddress());
|
|
}
|
|
}
|
|
}
|