DarkflameServer/dScripts/02_server/Map/AG/NpcNjAssistantServer.cpp
Aaron Kimbrell e524b86e12
breakout the component types into a scoped enum (#1002)
* breakout the component types into a scoped enum

tested that things are the same as they were before

* fix missed rename

* fix brick-by-brick name to be crafting
because that's what it is
2023-03-04 01:16:37 -06:00

30 lines
1.2 KiB
C++

#include "NpcNjAssistantServer.h"
#include "GameMessages.h"
#include "InventoryComponent.h"
#include "MissionComponent.h"
#include "Item.h"
#include "eMissionState.h"
#include "eReplicaComponentType.h"
void NpcNjAssistantServer::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) {
if (missionID != mailMission) return;
if (missionState == eMissionState::COMPLETE || missionState == eMissionState::READY_TO_COMPLETE) {
GameMessages::SendNotifyClientObject(self->GetObjectID(), u"switch", 0, 0, LWOOBJID_EMPTY, "", target->GetSystemAddress());
auto* inv = static_cast<InventoryComponent*>(target->GetComponent(eReplicaComponentType::INVENTORY));
// If we are ready to complete our missions, we take the kit from you:
if (inv && missionState == eMissionState::READY_TO_COMPLETE) {
auto* id = inv->FindItemByLot(14397); //the kit's lot
if (id != nullptr) {
inv->RemoveItem(id->GetLot(), id->GetCount());
}
}
} else if (missionState == eMissionState::AVAILABLE) {
auto* missionComponent = static_cast<MissionComponent*>(target->GetComponent(eReplicaComponentType::MISSION));
missionComponent->CompleteMission(mailAchievement, true);
}
}