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0545adfac3
Have fun!
38 lines
1.5 KiB
C++
38 lines
1.5 KiB
C++
#include "NtDukeServer.h"
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#include "InventoryComponent.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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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, MissionState 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 == MissionState::MISSION_STATE_AVAILABLE || state == MissionState::MISSION_STATE_ACTIVE) && lotCount < 1) {
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inventoryComponent->AddItem(m_SwordLot, 1);
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} else if (state == MissionState::MISSION_STATE_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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