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https://github.com/DarkflameUniverse/DarkflameServer
synced 2024-08-30 18:43:58 +00:00
Fixed mission progression
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66b7c6522e
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@ -1043,7 +1043,7 @@ void InventoryComponent::EquipItem(Item* item, const bool skipChecks)
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UpdateSlot(item->GetInfo().equipLocation, { item->GetId(), item->GetLot(), item->GetCount(), item->GetSlot() });
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if (item->GetParent() == LWOOBJID_EMPTY) ApplyBuff(item->GetLot());
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ApplyBuff(item);
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AddItemSkills(item->GetLot());
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@ -1071,7 +1071,7 @@ void InventoryComponent::UnEquipItem(Item* item)
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set->OnUnEquip(lot);
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}
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if (item->GetParent() == LWOOBJID_EMPTY) RemoveBuff(item->GetLot());
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RemoveBuff(item);
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RemoveItemSkills(item->GetLot());
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@ -1089,9 +1089,9 @@ void InventoryComponent::UnEquipItem(Item* item)
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}
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}
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void InventoryComponent::ApplyBuff(const LOT lot) const
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void InventoryComponent::ApplyBuff(Item* item) const
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{
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const auto buffs = FindBuffs(lot, true);
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const auto buffs = FindBuffs(item, true);
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for (const auto buff : buffs)
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{
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@ -1099,9 +1099,9 @@ void InventoryComponent::ApplyBuff(const LOT lot) const
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}
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}
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void InventoryComponent::RemoveBuff(const LOT lot) const
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void InventoryComponent::RemoveBuff(Item* item) const
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{
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const auto buffs = FindBuffs(lot, false);
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const auto buffs = FindBuffs(item, false);
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for (const auto buff : buffs)
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{
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@ -1418,18 +1418,18 @@ uint32_t InventoryComponent::FindSkill(const LOT lot)
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return 0;
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}
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std::vector<uint32_t> InventoryComponent::FindBuffs(const LOT lot, bool castOnEquip) const
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std::vector<uint32_t> InventoryComponent::FindBuffs(Item* item, bool castOnEquip) const
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{
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std::vector<uint32_t> buffs;
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if (item == nullptr) return buffs;
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auto* table = CDClientManager::Instance()->GetTable<CDObjectSkillsTable>("ObjectSkills");
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auto* behaviors = CDClientManager::Instance()->GetTable<CDSkillBehaviorTable>("SkillBehavior");
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const auto results = table->Query([=](const CDObjectSkills& entry)
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{
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return entry.objectTemplate == static_cast<unsigned int>(lot);
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return entry.objectTemplate == static_cast<unsigned int>(item->GetLot());
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});
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std::vector<uint32_t> buffs;
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auto* missions = static_cast<MissionComponent*>(m_Parent->GetComponent(COMPONENT_TYPE_MISSION));
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for (const auto& result : results)
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@ -1449,8 +1449,8 @@ std::vector<uint32_t> InventoryComponent::FindBuffs(const LOT lot, bool castOnEq
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{
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missions->Progress(MissionTaskType::MISSION_TASK_TYPE_SKILL, result.skillID);
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}
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buffs.push_back(static_cast<uint32_t>(entry.behaviorID));
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// If item is not a proxy, add its buff to the added buffs.
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if (item->GetParent() == LWOOBJID_EMPTY) buffs.push_back(static_cast<uint32_t>(entry.behaviorID));
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}
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}
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@ -1531,7 +1531,7 @@ std::vector<Item*> InventoryComponent::GenerateProxies(Item* parent)
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auto* inventory = GetInventory(ITEM_SETS);
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auto* proxy = new Item(lot, inventory, inventory->FindEmptySlot(), 1, {}, parent->GetId(), false, parent->GetId());
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auto* proxy = new Item(lot, inventory, inventory->FindEmptySlot(), 1, {}, parent->GetId(), false);
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EquipItem(proxy);
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@ -195,13 +195,13 @@ public:
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* Adds a buff related to equipping a lot to the entity
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* @param lot the lot to find buffs for
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*/
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void ApplyBuff(LOT lot) const;
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void ApplyBuff(Item* item) const;
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/**
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* Removes buffs related to equipping a lot from the entity
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* @param lot the lot to find buffs for
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*/
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void RemoveBuff(LOT lot) const;
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void RemoveBuff(Item* item) const;
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/**
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* Saves the equipped items into a temp state
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@ -244,7 +244,7 @@ public:
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* @param castOnEquip if true, the skill missions for these buffs will be progressed
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* @return the buffs related to the specified lot
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*/
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std::vector<uint32_t> FindBuffs(LOT lot, bool castOnEquip) const;
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std::vector<uint32_t> FindBuffs(Item* item, bool castOnEquip) const;
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/**
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* Initializes the equipped items with a list of items
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