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https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-06-11 06:54:43 +02:00
Started mass overhaul of quests and related components like small talk. Fixed some scripts. More fixes required.
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parent
df49eefadb
commit
2279ee7017
33 changed files with 1241 additions and 279 deletions
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@ -28,10 +28,257 @@ namespace Meteor.Map.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 const ushort SEQ_NOT_STARTED = ushort.MaxValue;
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public class ENpcQuestInstance
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{
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public readonly uint actorClassId;
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public byte questFlagType { set; get; }
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public bool isSpawned { set; get; }
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public bool isTalkEnabled { set; get; }
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public bool isEmoteEnabled { set; get; }
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public bool isPushEnabled { set; get; }
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public ENpcQuestInstance(uint actorClassId, byte questFlagType, bool isSpawned, bool isTalkEnabled, bool isEmoteEnabled, bool isPushEnabled)
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{
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this.actorClassId = actorClassId;
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this.questFlagType = questFlagType;
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this.isSpawned = isSpawned;
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this.isTalkEnabled = isTalkEnabled;
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this.isEmoteEnabled = isEmoteEnabled;
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this.isPushEnabled = isPushEnabled;
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}
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}
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private struct QuestData
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{
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public UInt32 flags;
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public UInt16 counter1;
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public UInt16 counter2;
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public UInt16 counter3;
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public UInt16 counter4;
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public QuestData(uint flags, ushort counter1, ushort counter2, ushort counter3) : this()
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{
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this.flags = flags;
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this.counter1 = counter1;
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this.counter2 = counter2;
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this.counter3 = counter3;
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}
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}
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private Player Owner;
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private ushort currentSequence;
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private QuestData data = new QuestData();
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private Dictionary<uint, ENpcQuestInstance> ActiveENpcs = new Dictionary<uint, ENpcQuestInstance>();
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public void AddENpc(uint classId, byte flagType = 0, bool isTalkEnabled = false, bool isEmoteEnabled = false, bool isPushEnabled = false, bool isSpawned = false)
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{
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if (ActiveENpcs.ContainsKey(classId))
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return;
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ENpcQuestInstance instance = new ENpcQuestInstance(classId, flagType, isSpawned, isTalkEnabled, isEmoteEnabled, isPushEnabled);
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ActiveENpcs.Add(classId, instance);
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Owner.playerSession.UpdateQuestNpcInInstance(instance);
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}
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public void ClearENpcs()
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{
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foreach (ENpcQuestInstance instance in ActiveENpcs.Values)
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Owner.playerSession.UpdateQuestNpcInInstance(instance, true);
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ActiveENpcs.Clear();
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}
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public void UpdateENpc(uint classId, int param, object value)
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{
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if (!ActiveENpcs.ContainsKey(classId))
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return;
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}
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public ENpcQuestInstance GetENpcInstance(uint classId)
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{
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if (ActiveENpcs.ContainsKey(classId))
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return ActiveENpcs[classId];
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return null;
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}
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public void OnTalk(Player caller, Npc npc)
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{
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LuaEngine.GetInstance().CallLuaFunction(caller, this, "onTalk", true, npc);
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}
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public void OnEmote(Player caller, Npc npc, Command command)
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{
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LuaEngine.GetInstance().CallLuaFunction(caller, this, "onEmote", true, npc, command);
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}
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public void OnPush(Player caller, Npc npc)
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{
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LuaEngine.GetInstance().CallLuaFunction(caller, this, "onPush", true, npc);
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}
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public void OnNotice(Player caller, Npc npc)
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{
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LuaEngine.GetInstance().CallLuaFunction(caller, this, "onNotice", true, npc);
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}
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public void OnNpcLS(Player caller, uint npcLSId)
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{
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LuaEngine.GetInstance().CallLuaFunction(caller, this, "onNpcLS", true, npcLSId);
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}
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public bool IsQuestENPC(Player caller, Npc npc)
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{
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List<LuaParam> returned = LuaEngine.GetInstance().CallLuaFunctionForReturn(caller, this, "IsQuestENPC", true, npc, this);
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bool scriptReturned = returned != null && returned.Count != 0 && returned[0].typeID == 3;
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return scriptReturned || ActiveENpcs.ContainsKey(npc.GetActorClassId());
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}
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public object[] GetJournalInformation()
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{
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List<LuaParam> returned = LuaEngine.GetInstance().CallLuaFunctionForReturn(Owner, this, "getJournalInformation", true);
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if (returned != null && returned.Count != 0)
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return LuaUtils.CreateLuaParamObjectList(returned);
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else
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return new object[0];
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}
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public object[] GetJournalMapMarkerList()
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{
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List<LuaParam> returned = LuaEngine.GetInstance().CallLuaFunctionForReturn(Owner, this, "getJournalMapMarkerList", true);
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if (returned != null && returned.Count != 0)
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return LuaUtils.CreateLuaParamObjectList(returned);
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else
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return new object[0];
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}
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public ushort GetSequence()
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{
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return currentSequence;
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}
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public void StartSequence(ushort sequence)
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{
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if (sequence == SEQ_NOT_STARTED)
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return;
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// Send the message that the journal has been updated
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if (currentSequence != SEQ_NOT_STARTED)
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Owner.SendGameMessage(Server.GetWorldManager().GetActor(), 25116, 0x20, (object)GetQuestId());
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currentSequence = sequence;
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LuaEngine.GetInstance().CallLuaFunction(Owner, this, "onSequence", false, currentSequence);
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}
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public void ClearData()
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{
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data.flags = data.counter1 = data.counter2 = data.counter3 = data.counter4 = 0;
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}
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public void SetFlag(int index)
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{
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if (index >= 0 && index < 32)
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data.flags |= (uint)(1 << index);
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}
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public void ClearFlag(int index)
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{
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if (index >= 0 && index < 32)
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data.flags &= (uint)~(1 << index);
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}
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public void IncCounter(int num)
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{
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switch (num)
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{
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case 0:
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data.counter1++;
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break;
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case 1:
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data.counter2++;
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break;
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case 2:
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data.counter3++;
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break;
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case 3:
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data.counter4++;
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break;
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}
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}
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public void DecCounter(int num)
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{
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switch (num)
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{
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case 0:
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data.counter1--;
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break;
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case 1:
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data.counter2--;
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break;
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case 2:
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data.counter3--;
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break;
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case 3:
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data.counter4--;
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break;
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}
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}
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public void SetCounter(int num, ushort value)
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{
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switch (num)
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{
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case 0:
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data.counter1 = value;
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break;
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case 1:
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data.counter2 = value;
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break;
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case 2:
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data.counter3 = value;
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break;
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case 3:
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data.counter4 = value;
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break;
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}
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}
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public bool GetFlag(int index)
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{
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if (index >= 0 && index < 32)
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return (data.flags & (uint) (1 << index)) != 0;
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return false;
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}
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public uint GetFlags()
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{
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return data.flags;
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}
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public ushort GetCounter(int num)
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{
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switch (num)
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{
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case 0:
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return data.counter1;
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case 1:
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return data.counter2;
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case 2:
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return data.counter3;
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case 3:
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return data.counter4;
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}
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return 0;
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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 Quest(uint actorID, string name)
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: base(actorID)
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@ -39,127 +286,41 @@ namespace Meteor.Map.Actors
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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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public Quest(Player owner, Quest baseQuest): this(owner, baseQuest, SEQ_NOT_STARTED, 0, 0, 0, 0)
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{}
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public Quest(Player owner, Quest baseQuest, ushort sequence, uint flags, ushort counter1, ushort counter2, ushort counter3)
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: base(baseQuest.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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Owner = owner;
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actorName = baseQuest.actorName;
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className = baseQuest.className;
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classPath = baseQuest.classPath;
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currentSequence = sequence;
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data = new QuestData(flags, counter1, counter2, counter3);
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if (questDataJson != null)
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this.questData = JsonConvert.DeserializeObject<Dictionary<string, Object>>(questDataJson);
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if (currentSequence == SEQ_NOT_STARTED)
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LuaEngine.GetInstance().CallLuaFunction(Owner, this, "onStart", false);
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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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StartSequence(currentSequence);
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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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public void DoComplete()
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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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LuaEngine.GetInstance().CallLuaFunctionForReturn(Owner, this, "onFinish", true);
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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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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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LuaEngine.GetInstance().CallLuaFunctionForReturn(Owner, this, "onFinish", false);
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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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