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Finished the crafting start window system. Added PassiveGuildleveQuests and refactors the Quest object. Cleaned up how zone music is handled.
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34 changed files with 7121 additions and 4533 deletions
140
Map Server/Actors/Quest/Scenario.cs
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140
Map Server/Actors/Quest/Scenario.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 Meteor.Map.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 Meteor.Map.Actors
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{
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class Scenario : Quest
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{
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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 Scenario(uint actorID, string name)
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: base(actorID, name)
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{
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actorName = name;
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}
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public Scenario(Quest staticQuest, Player owner, string questDataJson, uint questFlags, uint currentPhase)
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: base(staticQuest, owner)
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{
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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 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 override 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 override void SaveData()
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{
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Database.SaveQuest(owner, this);
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}
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}
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}
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