DarkflameServer/dScripts/ai/FV/FvFreeGfNinjas.cpp
2025-01-20 18:01:28 -08:00

52 lines
1.5 KiB
C++

#include "FvFreeGfNinjas.h"
#include "MissionComponent.h"
#include "eMissionState.h"
#include "Game.h"
#include "EntityManager.h"
void FvFreeGfNinjas::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) {
if (missionID == 705 && missionState == eMissionState::AVAILABLE) {
auto* missionComponent = target->GetComponent<MissionComponent>();
if (missionComponent == nullptr)
return;
missionComponent->AcceptMission(701);
missionComponent->AcceptMission(702);
missionComponent->AcceptMission(703);
missionComponent->AcceptMission(704);
GameMessages::SetFlag setFlag{};
setFlag.target = target->GetObjectID();
setFlag.iFlagId = 68;
setFlag.bFlag = true;
SEND_ENTITY_MSG(setFlag);
} else if (missionID == 786) {
GameMessages::SetFlag setFlag{};
setFlag.target = target->GetObjectID();
setFlag.iFlagId = 81;
setFlag.bFlag = true;
SEND_ENTITY_MSG(setFlag);
}
}
void FvFreeGfNinjas::OnUse(Entity* self, Entity* user) {
// To allow player who already have the mission to progress.
auto* missionComponent = user->GetComponent<MissionComponent>();
if (missionComponent == nullptr)
return;
if (missionComponent->GetMissionState(705) == eMissionState::ACTIVE) {
GameMessages::SetFlag setFlag{};
setFlag.target = user->GetObjectID();
setFlag.iFlagId = 68;
setFlag.bFlag = true;
SEND_ENTITY_MSG(setFlag);
missionComponent->AcceptMission(701, true);
missionComponent->AcceptMission(702, true);
missionComponent->AcceptMission(703, true);
missionComponent->AcceptMission(704, true);
}
}