mirror of
https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-07-31 14:56:20 +02:00
Finished the crafting start window system. Added PassiveGuildleveQuests and refactors the Quest object. Cleaned up how zone music is handled.
This commit is contained in:
parent
f4e2280de8
commit
605b4918e2
34 changed files with 7121 additions and 4533 deletions
139
Map Server/Actors/Quest/PassiveGuildleve.cs
Normal file
139
Map Server/Actors/Quest/PassiveGuildleve.cs
Normal file
|
@ -0,0 +1,139 @@
|
|||
/*
|
||||
===========================================================================
|
||||
Copyright (C) 2015-2019 Project Meteor Dev Team
|
||||
|
||||
This file is part of Project Meteor Server.
|
||||
|
||||
Project Meteor Server is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU Affero General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
Project Meteor Server is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU Affero General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU Affero General Public License
|
||||
along with Project Meteor Server. If not, see <https:www.gnu.org/licenses/>.
|
||||
===========================================================================
|
||||
*/
|
||||
|
||||
using Meteor.Map.dataobjects;
|
||||
using Meteor.Map.DataObjects;
|
||||
using Newtonsoft.Json;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Meteor.Map.Actors
|
||||
{
|
||||
class PassiveGuildleve : Quest
|
||||
{
|
||||
private Recipe targetRecipe;
|
||||
|
||||
private byte currentDifficulty;
|
||||
private short numSuccesses;
|
||||
private short currentAttempt;
|
||||
|
||||
private bool hasMaterials;
|
||||
|
||||
private PassiveGuildleveData passiveGLData;
|
||||
|
||||
public PassiveGuildleve(Quest staticQuest, Player owner, byte currentDifficulty)
|
||||
: base(staticQuest, owner)
|
||||
{
|
||||
passiveGLData = Server.GetPassiveGLGamedata(GetQuestId());
|
||||
targetRecipe = Server.ResolveRecipe().GetRecipeByItemID(passiveGLData.objectiveItemId[currentDifficulty]);
|
||||
this.currentDifficulty = currentDifficulty;
|
||||
currentAttempt = 0;
|
||||
numSuccesses = 0;
|
||||
hasMaterials = false;
|
||||
}
|
||||
|
||||
public PassiveGuildleve(Quest staticQuest, Player owner, string questDataJson) : base(staticQuest, owner)
|
||||
{
|
||||
passiveGLData = Server.GetPassiveGLGamedata(GetQuestId());
|
||||
|
||||
Dictionary<string, object> questData = null;
|
||||
|
||||
if (questDataJson != null)
|
||||
questData = JsonConvert.DeserializeObject<Dictionary<string, object>>(questDataJson);
|
||||
|
||||
if (questData == null)
|
||||
questData = new Dictionary<string, object>();
|
||||
|
||||
currentDifficulty = questData.ContainsKey("currentDifficulty") ? (byte)questData["currentDifficulty"] : (byte)0;
|
||||
currentAttempt = questData.ContainsKey("currentAttempt") ? (short)questData["currentAttempt"] : (short)0;
|
||||
numSuccesses = questData.ContainsKey("numSuccesses") ? (short)questData["numSuccesses"] : (short)0;
|
||||
hasMaterials = questData.ContainsKey("hasMaterials") ? (bool)questData["hasMaterials"] : false;
|
||||
|
||||
targetRecipe = Server.ResolveRecipe().GetRecipeByItemID(passiveGLData.objectiveItemId[currentDifficulty]);
|
||||
}
|
||||
|
||||
public void CraftSuccess()
|
||||
{
|
||||
numSuccesses++;
|
||||
currentAttempt++;
|
||||
}
|
||||
|
||||
public void CraftFail()
|
||||
{
|
||||
currentAttempt++;
|
||||
}
|
||||
|
||||
public Recipe GetRecipe()
|
||||
{
|
||||
return targetRecipe;
|
||||
}
|
||||
|
||||
public int GetNumberOfSuccesses()
|
||||
{
|
||||
return numSuccesses;
|
||||
}
|
||||
|
||||
public int GetRemainingMaterials()
|
||||
{
|
||||
return passiveGLData.numberOfAttempts[currentDifficulty] - currentAttempt;
|
||||
}
|
||||
public int GetCurrentAttempt()
|
||||
{
|
||||
return currentAttempt;
|
||||
}
|
||||
|
||||
public int GetMaxAttempts()
|
||||
{
|
||||
return passiveGLData.numberOfAttempts[currentDifficulty];
|
||||
}
|
||||
|
||||
public byte GetCurrentDifficulty()
|
||||
{
|
||||
return currentDifficulty;
|
||||
}
|
||||
|
||||
public bool HasMaterials()
|
||||
{
|
||||
return hasMaterials;
|
||||
}
|
||||
|
||||
public PassiveGuildleveData GetPassiveGLData()
|
||||
{
|
||||
return passiveGLData;
|
||||
}
|
||||
|
||||
public override void SaveData()
|
||||
{
|
||||
Database.SaveQuest(owner, this);
|
||||
}
|
||||
|
||||
public override string GetSerializedQuestData()
|
||||
{
|
||||
Dictionary<string, object> questData = new Dictionary<string, object>
|
||||
{
|
||||
{ "currentDifficulty", currentDifficulty },
|
||||
{ "currentAttempt", currentAttempt },
|
||||
{ "itemsCompleted", numSuccesses },
|
||||
{ "hasMaterials", hasMaterials }
|
||||
};
|
||||
return JsonConvert.SerializeObject(questData, Formatting.Indented);
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue