Fixes code according to modern code style. Fixes a few expression bugs.
This commit is contained in:
parent
89eea25e5f
commit
970fd563b2
3324 changed files with 441118 additions and 433755 deletions
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@ -1,496 +1,488 @@
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using System;
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using System.Collections.Generic;
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using Server.Engines.MLQuests.Objectives;
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using Server.Mobiles;
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using Server.Engines.MLQuests.Gumps;
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using Server.Engines.MLQuests.Objectives;
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using Server.Engines.MLQuests.Rewards;
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using Server.Mobiles;
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namespace Server.Engines.MLQuests
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{
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[Flags]
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public enum MLQuestInstanceFlags : byte
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{
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None = 0x00,
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ClaimReward = 0x01,
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Removed = 0x02,
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Failed = 0x04
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}
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[Flags]
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public enum MLQuestInstanceFlags : byte
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{
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None = 0x00,
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ClaimReward = 0x01,
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Removed = 0x02,
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Failed = 0x04
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}
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public class MLQuestInstance
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{
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private IQuestGiver m_Quester;
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public class MLQuestInstance
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{
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private MLQuestInstanceFlags m_Flags;
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private IQuestGiver m_Quester;
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private MLQuestInstanceFlags m_Flags;
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private Timer m_Timer;
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private Timer m_Timer;
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public MLQuestInstance(MLQuest quest, IQuestGiver quester, PlayerMobile player)
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{
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Quest = quest;
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public MLQuestInstance( MLQuest quest, IQuestGiver quester, PlayerMobile player )
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{
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Quest = quest;
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m_Quester = quester;
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QuesterType = quester?.GetType();
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Player = player;
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m_Quester = quester;
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QuesterType = quester?.GetType();
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Player = player;
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Accepted = DateTime.UtcNow;
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m_Flags = MLQuestInstanceFlags.None;
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Accepted = DateTime.UtcNow;
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m_Flags = MLQuestInstanceFlags.None;
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Objectives = new BaseObjectiveInstance[quest.Objectives.Count];
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Objectives = new BaseObjectiveInstance[quest.Objectives.Count];
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BaseObjectiveInstance obj;
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bool timed = false;
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BaseObjectiveInstance obj;
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bool timed = false;
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for (int i = 0; i < quest.Objectives.Count; ++i)
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{
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Objectives[i] = obj = quest.Objectives[i].CreateInstance(this);
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for ( int i = 0; i < quest.Objectives.Count; ++i )
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{
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Objectives[i] = obj = quest.Objectives[i].CreateInstance( this );
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if (obj.IsTimed)
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timed = true;
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}
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if ( obj.IsTimed )
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timed = true;
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}
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Register();
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Register();
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if (timed)
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m_Timer = Timer.DelayCall(TimeSpan.FromSeconds(5), TimeSpan.FromSeconds(5), Slice);
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}
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if ( timed )
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m_Timer = Timer.DelayCall( TimeSpan.FromSeconds( 5 ), TimeSpan.FromSeconds( 5 ), Slice );
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}
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public MLQuest Quest{ get; set; }
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private void Register()
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{
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Quest?.Instances?.Add( this );
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public IQuestGiver Quester
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{
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get => m_Quester;
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set
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{
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m_Quester = value;
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QuesterType = value?.GetType();
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}
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}
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public Type QuesterType{ get; private set; }
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public PlayerMobile Player{ get; set; }
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public MLQuestContext PlayerContext => MLQuestSystem.GetOrCreateContext(Player);
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public DateTime Accepted{ get; set; }
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public bool ClaimReward
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{
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get => GetFlag(MLQuestInstanceFlags.ClaimReward);
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set => SetFlag(MLQuestInstanceFlags.ClaimReward, value);
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}
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public bool Removed
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{
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get => GetFlag(MLQuestInstanceFlags.Removed);
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set => SetFlag(MLQuestInstanceFlags.Removed, value);
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}
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public bool Failed
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{
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get => GetFlag(MLQuestInstanceFlags.Failed);
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set => SetFlag(MLQuestInstanceFlags.Failed, value);
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}
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public BaseObjectiveInstance[] Objectives{ get; set; }
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public bool SkipReportBack => TextDefinition.IsNullOrEmpty(Quest.CompletionMessage);
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private void Register()
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{
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Quest?.Instances?.Add(this);
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if (Player != null)
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PlayerContext.QuestInstances.Add(this);
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}
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private void Unregister()
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{
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Quest?.Instances?.Remove(this);
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if (Player != null)
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PlayerContext.QuestInstances.Remove(this);
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Removed = true;
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}
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public bool AllowsQuestItem(Item item, Type type)
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{
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foreach (BaseObjectiveInstance objective in Objectives)
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if (!objective.Expired && objective.AllowsQuestItem(item, type))
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return true;
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return false;
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}
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public bool IsCompleted()
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{
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bool requiresAll = Quest.ObjectiveType == ObjectiveType.All;
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foreach (BaseObjectiveInstance obj in Objectives)
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{
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bool complete = obj.IsCompleted();
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if (complete && !requiresAll)
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return true;
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if (!complete && requiresAll)
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return false;
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}
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return requiresAll;
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}
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public void CheckComplete()
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{
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if (IsCompleted())
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{
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Player.PlaySound(0x5B5); // public sound
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foreach (BaseObjectiveInstance obj in Objectives)
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obj.OnQuestCompleted();
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TextDefinition.SendMessageTo(Player, Quest.CompletionNotice, 0x23);
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/*
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* Advance to the ClaimReward=true stage if this quest has no
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* completion message to show anyway. This suppresses further
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* triggers of CheckComplete.
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*
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* For quests that require collections, this is done later when
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* the player double clicks the quester.
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*/
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if (!Removed && SkipReportBack && !Quest.RequiresCollection
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) // An OnQuestCompleted can potentially have removed this instance already
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ContinueReportBack(false);
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}
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}
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public void Fail()
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{
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Failed = true;
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}
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private void Slice()
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{
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if (ClaimReward || Removed)
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{
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StopTimer();
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return;
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}
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bool hasAnyFails = false;
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bool hasAnyLeft = false;
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foreach (BaseObjectiveInstance obj in Objectives)
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if (!obj.Expired)
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{
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if (obj.IsTimed && obj.EndTime <= DateTime.UtcNow)
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{
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Player.SendLocalizedMessage(1072258); // You failed to complete an objective in time!
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obj.Expired = true;
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obj.OnExpire();
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hasAnyFails = true;
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}
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else
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{
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hasAnyLeft = true;
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}
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}
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if (Quest.ObjectiveType == ObjectiveType.All && hasAnyFails || !hasAnyLeft)
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Fail();
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if (!hasAnyLeft)
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StopTimer();
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}
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public void SendProgressGump()
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{
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Player.SendGump(new QuestConversationGump(Quest, Player, Quest.InProgressMessage));
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}
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public void SendRewardOffer()
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{
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Quest.GetRewards(this);
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}
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// TODO: Split next quest stuff from SendRewardGump stuff?
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public void SendRewardGump()
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{
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Type nextQuestType = Quest.NextQuest;
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if (nextQuestType != null)
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{
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ClaimRewards(); // skip reward gump
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if (Removed) // rewards were claimed successfully
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{
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MLQuest nextQuest = MLQuestSystem.FindQuest(nextQuestType);
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nextQuest?.SendOffer(m_Quester, Player);
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}
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}
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else
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{
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Player.SendGump(new QuestRewardGump(this));
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}
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}
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public void SendReportBackGump()
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{
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if (SkipReportBack)
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ContinueReportBack(true); // skip ahead
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else
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Player.SendGump(new QuestReportBackGump(this));
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}
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public void ContinueReportBack(bool sendRewardGump)
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{
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// There is a backpack check here on OSI for the rewards as well (even though it's not needed...)
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if (Quest.ObjectiveType == ObjectiveType.All)
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{
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// TODO: 1115877 - You no longer have the required items to complete this quest.
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foreach (BaseObjectiveInstance objective in Objectives)
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if (!objective.IsCompleted())
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return;
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foreach (BaseObjectiveInstance objective in Objectives)
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if (!objective.OnBeforeClaimReward())
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return;
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foreach (BaseObjectiveInstance objective in Objectives)
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objective.OnClaimReward();
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}
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else
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{
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/* The following behavior is unverified, as OSI (currently) has no collect quest requiring
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* only one objective to be completed. It is assumed that only one objective is claimed
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* (the first completed one), even when multiple are complete.
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*/
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bool complete = false;
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foreach (BaseObjectiveInstance objective in Objectives)
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if (objective.IsCompleted())
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{
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if (objective.OnBeforeClaimReward())
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{
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complete = true;
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objective.OnClaimReward();
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}
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break;
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}
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if (!complete)
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return;
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}
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ClaimReward = true;
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if (Quest.HasRestartDelay)
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PlayerContext.SetDoneQuest(Quest, DateTime.UtcNow + Quest.GetRestartDelay());
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// This is correct for ObjectiveType.Any as well
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foreach (BaseObjectiveInstance objective in Objectives)
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objective.OnAfterClaimReward();
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if (sendRewardGump)
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SendRewardOffer();
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}
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public void ClaimRewards()
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{
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if (Quest == null || Player == null || Player.Deleted || !ClaimReward || Removed)
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return;
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List<Item> rewards = new List<Item>();
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foreach (BaseReward reward in Quest.Rewards)
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reward.AddRewardItems(Player, rewards);
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if (rewards.Count != 0)
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{
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// On OSI a more naive method of checking is used.
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// For containers, only the actual container item counts.
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bool canFit = true;
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foreach (Item rewardItem in rewards)
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if (!Player.AddToBackpack(rewardItem))
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{
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canFit = false;
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break;
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}
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if (!canFit)
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{
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foreach (Item rewardItem in rewards)
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rewardItem.Delete();
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Player.SendLocalizedMessage(
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1078524); // Your backpack is full. You cannot complete the quest and receive your reward.
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return;
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}
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foreach (Item rewardItem in rewards)
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{
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string rewardName = rewardItem.Name ?? string.Concat("#", rewardItem.LabelNumber);
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if (rewardItem.Stackable)
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Player.SendLocalizedMessage(1115917,
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string.Concat(rewardItem.Amount, "\t",
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rewardName)); // You receive a reward: ~1_QUANTITY~ ~2_ITEM~
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else
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Player.SendLocalizedMessage(1074360, rewardName); // You receive a reward: ~1_REWARD~
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}
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}
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foreach (BaseObjectiveInstance objective in Objectives)
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objective.OnRewardClaimed();
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Quest.OnRewardClaimed(this);
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MLQuestContext context = PlayerContext;
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if (Quest.RecordCompletion && !Quest.HasRestartDelay) // Quests with restart delays are logged earlier as per OSI
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context.SetDoneQuest(Quest);
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if (Quest.IsChainTriggered)
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context.ChainOffers.Remove(Quest);
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Type nextQuestType = Quest.NextQuest;
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if (nextQuestType != null)
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{
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MLQuest nextQuest = MLQuestSystem.FindQuest(nextQuestType);
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if (nextQuest != null && !context.ChainOffers.Contains(nextQuest))
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context.ChainOffers.Add(nextQuest);
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}
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Remove();
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}
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public void Cancel()
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{
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Cancel(false);
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}
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public void Cancel(bool removeChain)
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{
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Remove();
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Player.SendSound(0x5B3); // private sound
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if ( Player != null )
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PlayerContext.QuestInstances.Add( this );
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}
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private void Unregister()
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{
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Quest?.Instances?.Remove( this );
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if ( Player != null )
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PlayerContext.QuestInstances.Remove( this );
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Removed = true;
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}
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public MLQuest Quest { get; set; }
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public IQuestGiver Quester
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{
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get => m_Quester;
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set
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{
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m_Quester = value;
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QuesterType = value?.GetType();
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}
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}
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public Type QuesterType { get; private set; }
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public PlayerMobile Player { get; set; }
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public MLQuestContext PlayerContext => MLQuestSystem.GetOrCreateContext( Player );
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public DateTime Accepted { get; set; }
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public bool ClaimReward
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{
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get => GetFlag( MLQuestInstanceFlags.ClaimReward );
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set => SetFlag( MLQuestInstanceFlags.ClaimReward, value );
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}
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public bool Removed
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{
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get => GetFlag( MLQuestInstanceFlags.Removed );
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set => SetFlag( MLQuestInstanceFlags.Removed, value );
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}
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public bool Failed
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{
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get => GetFlag( MLQuestInstanceFlags.Failed );
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set => SetFlag( MLQuestInstanceFlags.Failed, value );
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}
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public BaseObjectiveInstance[] Objectives { get; set; }
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public bool AllowsQuestItem( Item item, Type type )
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{
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foreach ( BaseObjectiveInstance objective in Objectives )
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{
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if ( !objective.Expired && objective.AllowsQuestItem( item, type ) )
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return true;
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}
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return false;
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}
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public bool IsCompleted()
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{
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bool requiresAll = ( Quest.ObjectiveType == ObjectiveType.All );
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foreach ( BaseObjectiveInstance obj in Objectives )
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{
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bool complete = obj.IsCompleted();
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if ( complete && !requiresAll )
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return true;
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if ( !complete && requiresAll )
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return false;
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}
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return requiresAll;
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}
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public void CheckComplete()
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{
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if ( IsCompleted() )
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{
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Player.PlaySound( 0x5B5 ); // public sound
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foreach ( BaseObjectiveInstance obj in Objectives )
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obj.OnQuestCompleted();
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TextDefinition.SendMessageTo( Player, Quest.CompletionNotice, 0x23 );
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/*
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* Advance to the ClaimReward=true stage if this quest has no
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* completion message to show anyway. This suppresses further
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* triggers of CheckComplete.
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*
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* For quests that require collections, this is done later when
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* the player double clicks the quester.
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*/
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if ( !Removed && SkipReportBack && !Quest.RequiresCollection ) // An OnQuestCompleted can potentially have removed this instance already
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ContinueReportBack( false );
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}
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}
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public void Fail()
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{
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Failed = true;
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}
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private void Slice()
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{
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if ( ClaimReward || Removed )
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{
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StopTimer();
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return;
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}
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bool hasAnyFails = false;
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bool hasAnyLeft = false;
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foreach ( BaseObjectiveInstance obj in Objectives )
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{
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if ( !obj.Expired )
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{
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if ( obj.IsTimed && obj.EndTime <= DateTime.UtcNow )
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{
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Player.SendLocalizedMessage( 1072258 ); // You failed to complete an objective in time!
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obj.Expired = true;
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obj.OnExpire();
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hasAnyFails = true;
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}
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else
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{
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hasAnyLeft = true;
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}
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}
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}
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if ( ( Quest.ObjectiveType == ObjectiveType.All && hasAnyFails ) || !hasAnyLeft )
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Fail();
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if ( !hasAnyLeft )
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StopTimer();
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}
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public void SendProgressGump()
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{
|
||||
Player.SendGump( new QuestConversationGump( Quest, Player, Quest.InProgressMessage ) );
|
||||
}
|
||||
|
||||
public void SendRewardOffer()
|
||||
{
|
||||
Quest.GetRewards( this );
|
||||
}
|
||||
|
||||
// TODO: Split next quest stuff from SendRewardGump stuff?
|
||||
public void SendRewardGump()
|
||||
{
|
||||
Type nextQuestType = Quest.NextQuest;
|
||||
|
||||
if ( nextQuestType != null )
|
||||
{
|
||||
ClaimRewards(); // skip reward gump
|
||||
|
||||
if ( Removed ) // rewards were claimed successfully
|
||||
{
|
||||
MLQuest nextQuest = MLQuestSystem.FindQuest( nextQuestType );
|
||||
|
||||
nextQuest?.SendOffer( m_Quester, Player );
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Player.SendGump( new QuestRewardGump( this ) );
|
||||
}
|
||||
}
|
||||
|
||||
public bool SkipReportBack => TextDefinition.IsNullOrEmpty( Quest.CompletionMessage );
|
||||
|
||||
public void SendReportBackGump()
|
||||
{
|
||||
if ( SkipReportBack )
|
||||
ContinueReportBack( true ); // skip ahead
|
||||
else
|
||||
Player.SendGump( new QuestReportBackGump( this ) );
|
||||
}
|
||||
|
||||
public void ContinueReportBack( bool sendRewardGump )
|
||||
{
|
||||
// There is a backpack check here on OSI for the rewards as well (even though it's not needed...)
|
||||
|
||||
if ( Quest.ObjectiveType == ObjectiveType.All )
|
||||
{
|
||||
// TODO: 1115877 - You no longer have the required items to complete this quest.
|
||||
foreach ( BaseObjectiveInstance objective in Objectives )
|
||||
{
|
||||
if ( !objective.IsCompleted() )
|
||||
return;
|
||||
}
|
||||
|
||||
foreach ( BaseObjectiveInstance objective in Objectives )
|
||||
{
|
||||
if ( !objective.OnBeforeClaimReward() )
|
||||
return;
|
||||
}
|
||||
|
||||
foreach ( BaseObjectiveInstance objective in Objectives )
|
||||
objective.OnClaimReward();
|
||||
}
|
||||
else
|
||||
{
|
||||
/* The following behavior is unverified, as OSI (currently) has no collect quest requiring
|
||||
* only one objective to be completed. It is assumed that only one objective is claimed
|
||||
* (the first completed one), even when multiple are complete.
|
||||
*/
|
||||
bool complete = false;
|
||||
|
||||
foreach ( BaseObjectiveInstance objective in Objectives )
|
||||
{
|
||||
if ( objective.IsCompleted() )
|
||||
{
|
||||
if ( objective.OnBeforeClaimReward() )
|
||||
{
|
||||
complete = true;
|
||||
objective.OnClaimReward();
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if ( !complete )
|
||||
return;
|
||||
}
|
||||
|
||||
ClaimReward = true;
|
||||
|
||||
if ( Quest.HasRestartDelay )
|
||||
PlayerContext.SetDoneQuest( Quest, DateTime.UtcNow + Quest.GetRestartDelay() );
|
||||
|
||||
// This is correct for ObjectiveType.Any as well
|
||||
foreach ( BaseObjectiveInstance objective in Objectives )
|
||||
objective.OnAfterClaimReward();
|
||||
|
||||
if ( sendRewardGump )
|
||||
SendRewardOffer();
|
||||
}
|
||||
|
||||
public void ClaimRewards()
|
||||
{
|
||||
if ( Quest == null || Player == null || Player.Deleted || !ClaimReward || Removed )
|
||||
return;
|
||||
|
||||
List<Item> rewards = new List<Item>();
|
||||
|
||||
foreach ( BaseReward reward in Quest.Rewards )
|
||||
reward.AddRewardItems( Player, rewards );
|
||||
|
||||
if ( rewards.Count != 0 )
|
||||
{
|
||||
// On OSI a more naive method of checking is used.
|
||||
// For containers, only the actual container item counts.
|
||||
bool canFit = true;
|
||||
|
||||
foreach ( Item rewardItem in rewards )
|
||||
{
|
||||
if ( !Player.AddToBackpack( rewardItem ) )
|
||||
{
|
||||
canFit = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if ( !canFit )
|
||||
{
|
||||
foreach ( Item rewardItem in rewards )
|
||||
rewardItem.Delete();
|
||||
|
||||
Player.SendLocalizedMessage( 1078524 ); // Your backpack is full. You cannot complete the quest and receive your reward.
|
||||
return;
|
||||
}
|
||||
|
||||
foreach ( Item rewardItem in rewards )
|
||||
{
|
||||
string rewardName = rewardItem.Name ?? string.Concat( "#", rewardItem.LabelNumber );
|
||||
|
||||
if ( rewardItem.Stackable )
|
||||
Player.SendLocalizedMessage( 1115917, string.Concat( rewardItem.Amount, "\t", rewardName ) ); // You receive a reward: ~1_QUANTITY~ ~2_ITEM~
|
||||
else
|
||||
Player.SendLocalizedMessage( 1074360, rewardName ); // You receive a reward: ~1_REWARD~
|
||||
}
|
||||
}
|
||||
|
||||
foreach ( BaseObjectiveInstance objective in Objectives )
|
||||
objective.OnRewardClaimed();
|
||||
|
||||
Quest.OnRewardClaimed( this );
|
||||
|
||||
MLQuestContext context = PlayerContext;
|
||||
|
||||
if ( Quest.RecordCompletion && !Quest.HasRestartDelay ) // Quests with restart delays are logged earlier as per OSI
|
||||
context.SetDoneQuest( Quest );
|
||||
|
||||
if ( Quest.IsChainTriggered )
|
||||
context.ChainOffers.Remove( Quest );
|
||||
|
||||
Type nextQuestType = Quest.NextQuest;
|
||||
|
||||
if ( nextQuestType != null )
|
||||
{
|
||||
MLQuest nextQuest = MLQuestSystem.FindQuest( nextQuestType );
|
||||
|
||||
if ( nextQuest != null && !context.ChainOffers.Contains( nextQuest ) )
|
||||
context.ChainOffers.Add( nextQuest );
|
||||
}
|
||||
|
||||
Remove();
|
||||
}
|
||||
|
||||
public void Cancel()
|
||||
{
|
||||
Cancel( false );
|
||||
}
|
||||
|
||||
public void Cancel( bool removeChain )
|
||||
{
|
||||
Remove();
|
||||
foreach (BaseObjectiveInstance obj in Objectives)
|
||||
obj.OnQuestCancelled();
|
||||
|
||||
Quest.OnCancel(this);
|
||||
|
||||
if (removeChain)
|
||||
PlayerContext.ChainOffers.Remove(Quest);
|
||||
}
|
||||
|
||||
public void Remove()
|
||||
{
|
||||
Unregister();
|
||||
StopTimer();
|
||||
}
|
||||
|
||||
private void StopTimer()
|
||||
{
|
||||
if (m_Timer != null)
|
||||
{
|
||||
m_Timer.Stop();
|
||||
m_Timer = null;
|
||||
}
|
||||
}
|
||||
|
||||
public void OnQuesterDeleted()
|
||||
{
|
||||
foreach (BaseObjectiveInstance obj in Objectives)
|
||||
obj.OnQuesterDeleted();
|
||||
|
||||
Quest.OnQuesterDeleted(this);
|
||||
}
|
||||
|
||||
public void OnPlayerDeath()
|
||||
{
|
||||
foreach (BaseObjectiveInstance obj in Objectives)
|
||||
obj.OnPlayerDeath();
|
||||
|
||||
Quest.OnPlayerDeath(this);
|
||||
}
|
||||
|
||||
private bool GetFlag(MLQuestInstanceFlags flag)
|
||||
{
|
||||
return (m_Flags & flag) != 0;
|
||||
}
|
||||
|
||||
Player.SendSound( 0x5B3 ); // private sound
|
||||
private void SetFlag(MLQuestInstanceFlags flag, bool value)
|
||||
{
|
||||
if (value)
|
||||
m_Flags |= flag;
|
||||
else
|
||||
m_Flags &= ~flag;
|
||||
}
|
||||
|
||||
foreach ( BaseObjectiveInstance obj in Objectives )
|
||||
obj.OnQuestCancelled();
|
||||
|
||||
Quest.OnCancel( this );
|
||||
public void Serialize(GenericWriter writer)
|
||||
{
|
||||
// Version info is written in MLQuestPersistence.Serialize
|
||||
|
||||
if ( removeChain )
|
||||
PlayerContext.ChainOffers.Remove( Quest );
|
||||
}
|
||||
|
||||
public void Remove()
|
||||
{
|
||||
Unregister();
|
||||
StopTimer();
|
||||
}
|
||||
|
||||
private void StopTimer()
|
||||
{
|
||||
if ( m_Timer != null )
|
||||
{
|
||||
m_Timer.Stop();
|
||||
m_Timer = null;
|
||||
}
|
||||
}
|
||||
|
||||
public void OnQuesterDeleted()
|
||||
{
|
||||
foreach ( BaseObjectiveInstance obj in Objectives )
|
||||
obj.OnQuesterDeleted();
|
||||
|
||||
Quest.OnQuesterDeleted( this );
|
||||
}
|
||||
|
||||
public void OnPlayerDeath()
|
||||
{
|
||||
foreach ( BaseObjectiveInstance obj in Objectives )
|
||||
obj.OnPlayerDeath();
|
||||
|
||||
Quest.OnPlayerDeath( this );
|
||||
}
|
||||
MLQuestSystem.WriteQuestRef(writer, Quest);
|
||||
|
||||
private bool GetFlag( MLQuestInstanceFlags flag )
|
||||
{
|
||||
return ( ( m_Flags & flag ) != 0 );
|
||||
}
|
||||
if (m_Quester == null || m_Quester.Deleted)
|
||||
writer.Write(Serial.MinusOne);
|
||||
else
|
||||
writer.Write(m_Quester.Serial);
|
||||
|
||||
private void SetFlag( MLQuestInstanceFlags flag, bool value )
|
||||
{
|
||||
if ( value )
|
||||
m_Flags |= flag;
|
||||
else
|
||||
m_Flags &= ~flag;
|
||||
}
|
||||
writer.Write(ClaimReward);
|
||||
writer.Write(Objectives.Length);
|
||||
|
||||
public void Serialize( GenericWriter writer )
|
||||
{
|
||||
// Version info is written in MLQuestPersistence.Serialize
|
||||
|
||||
MLQuestSystem.WriteQuestRef( writer, Quest );
|
||||
|
||||
if ( m_Quester == null || m_Quester.Deleted )
|
||||
writer.Write( Serial.MinusOne );
|
||||
else
|
||||
writer.Write( m_Quester.Serial );
|
||||
|
||||
writer.Write( ClaimReward );
|
||||
writer.Write( Objectives.Length );
|
||||
|
||||
foreach ( BaseObjectiveInstance objInstance in Objectives )
|
||||
objInstance.Serialize( writer );
|
||||
}
|
||||
|
||||
public static MLQuestInstance Deserialize( GenericReader reader, int version, PlayerMobile pm )
|
||||
{
|
||||
MLQuest quest = MLQuestSystem.ReadQuestRef( reader );
|
||||
|
||||
// TODO: Serialize quester TYPE too, the quest giver reference then becomes optional (only for escorts)
|
||||
IQuestGiver quester = World.FindEntity( reader.ReadInt() ) as IQuestGiver;
|
||||
|
||||
bool claimReward = reader.ReadBool();
|
||||
int objectives = reader.ReadInt();
|
||||
|
||||
MLQuestInstance instance;
|
||||
|
||||
if ( quest != null && quester != null && pm != null )
|
||||
{
|
||||
instance = quest.CreateInstance( quester, pm );
|
||||
instance.ClaimReward = claimReward;
|
||||
}
|
||||
else
|
||||
{
|
||||
instance = null;
|
||||
}
|
||||
|
||||
for ( int i = 0; i < objectives; ++i )
|
||||
BaseObjectiveInstance.Deserialize( reader, version, ( instance != null && i < instance.Objectives.Length ) ? instance.Objectives[i] : null );
|
||||
|
||||
instance?.Slice();
|
||||
|
||||
return instance;
|
||||
}
|
||||
}
|
||||
}
|
||||
foreach (BaseObjectiveInstance objInstance in Objectives)
|
||||
objInstance.Serialize(writer);
|
||||
}
|
||||
|
||||
public static MLQuestInstance Deserialize(GenericReader reader, int version, PlayerMobile pm)
|
||||
{
|
||||
MLQuest quest = MLQuestSystem.ReadQuestRef(reader);
|
||||
|
||||
// TODO: Serialize quester TYPE too, the quest giver reference then becomes optional (only for escorts)
|
||||
IQuestGiver quester = World.FindEntity(reader.ReadInt()) as IQuestGiver;
|
||||
|
||||
bool claimReward = reader.ReadBool();
|
||||
int objectives = reader.ReadInt();
|
||||
|
||||
MLQuestInstance instance;
|
||||
|
||||
if (quest != null && quester != null && pm != null)
|
||||
{
|
||||
instance = quest.CreateInstance(quester, pm);
|
||||
instance.ClaimReward = claimReward;
|
||||
}
|
||||
else
|
||||
{
|
||||
instance = null;
|
||||
}
|
||||
|
||||
for (int i = 0; i < objectives; ++i)
|
||||
BaseObjectiveInstance.Deserialize(reader, version,
|
||||
instance != null && i < instance.Objectives.Length ? instance.Objectives[i] : null);
|
||||
|
||||
instance?.Slice();
|
||||
|
||||
return instance;
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue