Added callbacks to help with quest management. Abandoning a quest now works.

This commit is contained in:
Filip Maj 2017-04-04 01:10:26 -04:00
parent 9d63be52e3
commit 7fa4a1eb80
4 changed files with 78 additions and 2 deletions

View file

@ -1,4 +1,5 @@
using FFXIVClassic.Common;
using FFXIVClassic_Map_Server.lua;
using Newtonsoft.Json;
using System;
using System.Collections.Generic;
@ -79,7 +80,7 @@ namespace FFXIVClassic_Map_Server.Actors
else
questFlags &= (uint)~(1 << bitIndex);
//Inform update
DoCompletionCheck();
}
public bool GetQuestFlag(int bitIndex)
@ -103,6 +104,8 @@ namespace FFXIVClassic_Map_Server.Actors
currentPhase = phaseNumber;
owner.SendGameMessage(Server.GetWorldManager().GetActor(), 25116, 0x20, (object)GetQuestId());
SaveData();
DoCompletionCheck();
}
public uint GetQuestFlags()
@ -120,5 +123,21 @@ namespace FFXIVClassic_Map_Server.Actors
Database.SaveQuest(owner, this);
}
public void DoCompletionCheck()
{
List<LuaParam> returned = LuaEngine.GetInstance().CallLuaFunctionForReturn(owner, this, "isObjectivesComplete");
if (returned.Count >= 1 && returned[0].typeID == 3)
{
owner.SendDataPacket("attention", Server.GetWorldManager().GetActor(), "", 25225, GetQuestId());
owner.SendGameMessage(owner, Server.GetWorldManager().GetActor(), 25225, 0x20, (object)GetQuestId());
}
}
public void DoAbandon()
{
List<LuaParam> returned = LuaEngine.GetInstance().CallLuaFunctionForReturn(owner, this, "onAbandonQuest");
owner.SendGameMessage(owner, Server.GetWorldManager().GetActor(), 25236, 0x20, (object)GetQuestId());
}
}
}