- Enabled quests that were locked due to issues.

- Added a CompletionNotice setting to MLQuest to replace the OnComplete overrides.
- MLQuest.CanOffer now recursively checks NextQuest for OneTimeOnly/HasRestartDelay as well.
- Implemented quest restart delays and enabled them on the crafting quests.
- Questers offering multiple quests will no longer randomly offer quests for which CanOffer is false, as long as there are other quests for which CanOffer is true.
- Added a manual Register method to MLQuestSystem for registering quests without using MLQuests.cfg (to be used in Configure).
- Misc quest tweaks.
- Corrected typo in cove.cfg deco file.
This commit is contained in:
eos 2013-02-08 16:54:36 +00:00
parent 741e8a3301
commit 3b94a24a9a
24 changed files with 320 additions and 409 deletions

View file

@ -43,10 +43,12 @@ namespace Server.Engines.MLQuests
private TextDefinition m_Description;
private TextDefinition m_RefuseMessage;
private TextDefinition m_InProgressMessage;
private TextDefinition m_CompleteMessage;
private TextDefinition m_CompletionMessage;
private TextDefinition m_CompletionNotice;
// TODO: Flags? (Deserialized, SaveEnabled, Activated)
private bool m_OneTimeOnly;
private bool m_HasRestartDelay;
public bool Activated
{
@ -90,6 +92,12 @@ namespace Server.Engines.MLQuests
set { m_OneTimeOnly = value; }
}
public bool HasRestartDelay
{
get { return m_HasRestartDelay; }
set { m_HasRestartDelay = value; }
}
public bool HasObjective<T>() where T : BaseObjective
{
foreach ( BaseObjective obj in m_Objectives )
@ -118,8 +126,7 @@ namespace Server.Engines.MLQuests
public virtual bool RecordCompletion
{
// TODO
get { return ( m_OneTimeOnly /* || HasRestartDelay */ ); }
get { return ( m_OneTimeOnly || m_HasRestartDelay ); }
}
public virtual bool IsChainTriggered { get { return false; } }
@ -129,7 +136,13 @@ namespace Server.Engines.MLQuests
public TextDefinition Description { get { return m_Description; } set { m_Description = value; } }
public TextDefinition RefusalMessage { get { return m_RefuseMessage; } set { m_RefuseMessage = value; } }
public TextDefinition InProgressMessage { get { return m_InProgressMessage; } set { m_InProgressMessage = value; } }
public TextDefinition CompletionMessage { get { return m_CompleteMessage; } set { m_CompleteMessage = value; } }
public TextDefinition CompletionMessage { get { return m_CompletionMessage; } set { m_CompletionMessage = value; } }
public TextDefinition CompletionNotice { get { return m_CompletionNotice; } set { m_CompletionNotice = value; } }
public static readonly TextDefinition CompletionNoticeDefault = new TextDefinition( 1072273 ); // You've completed a quest! Don't forget to collect your reward.
public static readonly TextDefinition CompletionNoticeShort = new TextDefinition( 1046258 ); // Your quest is complete.
public static readonly TextDefinition CompletionNoticeShortReturn = new TextDefinition( 1073775 ); // Your quest is complete. Return for your reward.
public static readonly TextDefinition CompletionNoticeCraft = new TextDefinition( 1073967 ); // You obtained what you seek, now receive your reward.
public MLQuest()
{
@ -137,6 +150,7 @@ namespace Server.Engines.MLQuests
m_Objectives = new List<BaseObjective>();
m_ObjectiveType = ObjectiveType.All;
m_Rewards = new List<BaseReward>();
m_CompletionNotice = CompletionNoticeDefault;
m_Questers = new List<BaseCreature>();
m_Instances = new List<MLQuestInstance>();
@ -178,21 +192,21 @@ namespace Server.Engines.MLQuests
public void PutSpawner( Spawner s, Point3D loc, Map map )
{
string name = String.Format( "MLQS-{0}", GetType().Name );
// Auto cleanup on regeneration
/*
List<Item> toDelete = new List<Item>();
foreach ( Item item in map.GetItemsInRange( loc, 0 ) )
{
if ( item is Spawner )
if ( item is Spawner && item.Name == name )
toDelete.Add( item );
}
foreach ( Item item in toDelete )
item.Delete();
*/
s.Name = String.Format( "MLQS-{0}", GetType().Name );
s.Name = name;
s.MoveToWorld( loc, map );
}
@ -203,44 +217,60 @@ namespace Server.Engines.MLQuests
return new MLQuestInstance( this, quester, pm );
}
public virtual bool CanOffer( BaseCreature quester, PlayerMobile pm )
public bool CanOffer( BaseCreature quester, PlayerMobile pm, bool message )
{
return CanOffer( quester, pm, MLQuestSystem.GetContext( pm ), message );
}
public virtual bool CanOffer( BaseCreature quester, PlayerMobile pm, MLQuestContext context, bool message )
{
if ( !m_Activated || quester.Deleted || !m_Questers.Contains( quester ) )
return false;
MLQuestContext context = MLQuestSystem.GetContext( pm );
if ( context != null )
{
if ( context.IsFull )
{
MLQuestSystem.Tell( quester, pm, 1080107 ); // I'm sorry, I have nothing for you at this time.
if ( message )
MLQuestSystem.Tell( quester, pm, 1080107 ); // I'm sorry, I have nothing for you at this time.
return false;
}
DateTime lastDone;
MLQuest checkQuest = this;
// TODO: Also recursively check NextQuest? (This would explain Aemaeth1)
if ( context.HasDoneQuest( this, out lastDone ) )
while ( checkQuest != null )
{
if ( m_OneTimeOnly )
DateTime nextAvailable;
if ( context.HasDoneQuest( checkQuest, out nextAvailable ) )
{
MLQuestSystem.Tell( quester, pm, 1075454 ); // I cannot offer you the quest again.
return false;
if ( checkQuest.OneTimeOnly )
{
if ( message )
MLQuestSystem.Tell( quester, pm, 1075454 ); // I cannot offer you the quest again.
return false;
}
else if ( nextAvailable > DateTime.Now )
{
if ( message )
MLQuestSystem.Tell( quester, pm, 1075575 ); // I'm sorry, but I don't have anything else for you right now. Could you check back with me in a few minutes?
return false;
}
}
//else if ( m_RestartDelay > TimeSpan.Zero && lastDone + m_RestartDelay > DateTime.Now )
//{
// MLQuestSystem.Tell( quester, pm, "Piss off!" );
// return false;
//}
if ( checkQuest.NextQuest == null )
break;
checkQuest = MLQuestSystem.FindQuest( checkQuest.NextQuest );
}
}
// Note: On OSI this is checked before max concurrent / one time only (at least for EscortObjective),
// but it's more intuitive for players to have it here
foreach ( BaseObjective obj in m_Objectives )
{
if ( !obj.CanOffer( quester, pm ) )
if ( !obj.CanOffer( quester, pm, message ) )
return false;
}
@ -254,7 +284,7 @@ namespace Server.Engines.MLQuests
public virtual void OnAccept( BaseCreature quester, PlayerMobile pm )
{
if ( !CanOffer( quester, pm ) )
if ( !CanOffer( quester, pm, true ) )
return;
MLQuestInstance instance = CreateInstance( quester, pm );
@ -268,22 +298,9 @@ namespace Server.Engines.MLQuests
public virtual void OnRefuse( BaseCreature quester, PlayerMobile pm )
{
if ( !CanOffer( quester, pm ) )
return;
pm.SendGump( new QuestConversationGump( this, pm, RefusalMessage ) );
}
// Note: Be careful with awarding stuff in OnComplete (like fame), this CAN
// be triggered multiple times for certain objectives. Use OnRewardClaimed instead.
public virtual void OnComplete( MLQuestInstance instance )
{
instance.Player.SendLocalizedMessage( 1072273, "", 0x23 ); // You've completed a quest! Don't forget to collect your reward.
// Note: For some quests this message is sent instead:
//instance.Player.SendLocalizedMessage( 1073775, "", 0x23 ); // Your quest is complete. Return for your reward.
}
public virtual void GetRewards( MLQuestInstance instance )
{
instance.SendRewardGump();
@ -305,6 +322,11 @@ namespace Server.Engines.MLQuests
{
}
public virtual TimeSpan GetRestartDelay()
{
return TimeSpan.FromSeconds( Utility.Random( 1, 5 ) * 30 );
}
public static void Serialize( GenericWriter writer, MLQuest quest )
{
MLQuestSystem.WriteQuestRef( writer, quest );