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Cleaned up namespaces (still have to do Map Project) and removed references to FFXIV Classic from the code. Removed the Launcher Editor project as it is no longer needed (host file editing is cleaner).
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544 changed files with 54548 additions and 55498 deletions
165
Map Server/actors/quest/Quest.cs
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165
Map Server/actors/quest/Quest.cs
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/*
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===========================================================================
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Copyright (C) 2015-2019 Project Meteor Dev Team
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This file is part of Project Meteor Server.
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Project Meteor Server is free software: you can redistribute it and/or modify
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it under the terms of the GNU Affero General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Project Meteor Server is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Affero General Public License for more details.
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You should have received a copy of the GNU Affero General Public License
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along with Project Meteor Server. If not, see <https:www.gnu.org/licenses/>.
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===========================================================================
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*/
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using FFXIVClassic_Map_Server.lua;
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using Newtonsoft.Json;
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using System;
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using System.Collections.Generic;
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namespace FFXIVClassic_Map_Server.Actors
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{
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class Quest : Actor
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{
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private Player owner;
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private uint currentPhase = 0;
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private uint questFlags = 0;
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private Dictionary<string, Object> questData = new Dictionary<string, object>();
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public Quest(uint actorID, string name)
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: base(actorID)
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{
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actorName = name;
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}
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public Quest(Player owner, uint actorID, string name, string questDataJson, uint questFlags, uint currentPhase)
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: base(actorID)
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{
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this.owner = owner;
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actorName = name;
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this.questFlags = questFlags;
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if (questDataJson != null)
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this.questData = JsonConvert.DeserializeObject<Dictionary<string, Object>>(questDataJson);
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else
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questData = null;
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if (questData == null)
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questData = new Dictionary<string, object>();
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this.currentPhase = currentPhase;
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}
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public void SetQuestData(string dataName, object data)
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{
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questData[dataName] = data;
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//Inform update
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}
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public uint GetQuestId()
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{
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return actorId & 0xFFFFF;
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}
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public object GetQuestData(string dataName)
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{
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if (questData.ContainsKey(dataName))
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return questData[dataName];
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else
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return null;
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}
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public void ClearQuestData()
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{
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questData.Clear();
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}
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public void ClearQuestFlags()
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{
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questFlags = 0;
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}
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public void SetQuestFlag(int bitIndex, bool value)
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{
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if (bitIndex >= 32)
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{
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Program.Log.Error("Tried to access bit flag >= 32 for questId: {0}", actorId);
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return;
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}
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int mask = 1 << bitIndex;
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if (value)
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questFlags |= (uint)(1 << bitIndex);
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else
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questFlags &= (uint)~(1 << bitIndex);
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DoCompletionCheck();
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}
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public bool GetQuestFlag(int bitIndex)
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{
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if (bitIndex >= 32)
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{
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Program.Log.Error("Tried to access bit flag >= 32 for questId: {0}", actorId);
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return false;
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}
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else
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return (questFlags & (1 << bitIndex)) == (1 << bitIndex);
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}
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public uint GetPhase()
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{
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return currentPhase;
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}
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public void NextPhase(uint phaseNumber)
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{
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currentPhase = phaseNumber;
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owner.SendGameMessage(Server.GetWorldManager().GetActor(), 25116, 0x20, (object)GetQuestId());
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SaveData();
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DoCompletionCheck();
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}
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public uint GetQuestFlags()
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{
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return questFlags;
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}
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public string GetSerializedQuestData()
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{
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return JsonConvert.SerializeObject(questData, Formatting.Indented);
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}
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public void SaveData()
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{
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Database.SaveQuest(owner, this);
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}
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public void DoCompletionCheck()
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{
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List<LuaParam> returned = LuaEngine.GetInstance().CallLuaFunctionForReturn(owner, this, "isObjectivesComplete", true);
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if (returned != null && returned.Count >= 1 && returned[0].typeID == 3)
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{
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owner.SendDataPacket("attention", Server.GetWorldManager().GetActor(), "", 25225, (object)GetQuestId());
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owner.SendGameMessage(Server.GetWorldManager().GetActor(), 25225, 0x20, (object)GetQuestId());
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}
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}
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public void DoAbandon()
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{
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LuaEngine.GetInstance().CallLuaFunctionForReturn(owner, this, "onAbandonQuest", true);
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owner.SendGameMessage(owner, Server.GetWorldManager().GetActor(), 25236, 0x20, (object)GetQuestId());
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}
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}
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}
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