* Fixes a bug with the main loop. Removes unnecessary optimizations for RDRand. * WIP - Rewriting packets. * Cleanup and updates README * Converts more packets * Fixes header * Converts Effects packets. * Forgot the send command * Adds the start of containers packets. * Adds message packets with caching * Extends the send methods * Starts to add Acquire methods * Converted the packets * Cleanup * Cleanup * Adds more packets * Adds more packets * Fixes clearing arrays from pool. Adds Mobile Incoming * Converts more packets. * Moves more packets * Moves more packets * Test compression * Merges * Migrating to an idiomatic syntax that also supports compression, and proxying. * Optimize the stack alloc. Changes attributes * Converted container packets * Visual Studio doesn't auto save files. I am still getting used to subpar IDEs. * Adds static packet caching. Will profile later. Converts more packets * Fixes packets and changes how compression is configured * WIP - Adds basics for Gumps. Not finished though. * Fix file * Fixes formatting * Changed SpanWriter to be more idiomatic. * Fixes Span vs RawSpan and missing stackallocs * Converts over some more gumps * WIP - Deletes 32bit support. * Drops RDRand32 support. * Fixes gump compilation * Converting gump components * Removes old huffman compression function * Revert signature for backwards compatibility * WIP - Converting more gump components * Creates ArraySet for the strings. Updates AppendTo to reference that. * Converts the maining gump components * Cleans up gump components * Cleans up directives * Cleans up ArraySet and moves it. Adds null-coalescing-assignment * Cleanup, Target Packets, and C# 8 changes. * Removed OPL Packet * World packets * Fixing packet uses * Cleans up code. Fixes packet uses in various places. * More cleanup for packets * Code cleanup * Converts more packet uses and cleans up more code * More code cleanup * Finishes fixing the packets in Item * Updates secure trade packets * Updates core and gets it to compile. * Moved packets to scripts. Fixed account handler use of packets * Code cleanup * Updates chat packets * Code cleanuo * Adds party packets, but need to implement them. * Party packets WIP * Finishes party packets * Rearrange movement namespaces and classes * Finishes plant packets * Code Formatting * Fixes moving effects * Code cleanup, eliminates equipinfo * Adds more packets. Fixes bugs with various packets. * Finishes mahjon packets * Fixes mahjong packet * Code cleanup * Finishes mahjong packets * Adds Map packets * Add multifacet maps and charts * Cleans up some packets with UTF8 * Optimizes packets * Cleans up more packets. Moves the MessageHelper * Removes assistant support. Removes extended protocol. Incorporates MapUO packets as normal packets. * Updates protocol extensions packet receiver * Fixes a few bugs. Fixes a few more packets. * Code cleanup and fixing more packets * Fixes packet effects * Cleaned up more code * Buff Icon cleanup * Removed unused constructors * Code Cleanup. Adds BoatHS Packets * Moves house files. Updates house foundation packets. * Deployment cleanup * Fixes: * Code cleanup * More code cleanup * More code cleanup * Cleaned up BaseHouse * Enforces styling * Converts foreach to linq where possible. * Dont need that * Goals/Readme updates * Removes 32bit support at the highest level. Turns on HRT by default. * Code cleanup. Fixes extended features packet. * Fixes various bugs * Code cleanup * Code cleanup * Code cleanup. Fixes gump X/Y assignment. * Code cleanup using |= operator * More code cleanup * Cleanup * Fixes spacing issues. Thanks Visual Studio. You suck. * Compiler error * Fixes NPE from RunUO 2.7 * Renames ScriptCompiler to AssemblyHandler. Fixes packets. Updates README * Fixes more packets. Stupid trailing nulls. * Fixes various bugs. * Fixes for gumps * Fixes more gump stuff. Going to split it out later since it is getting insane * Recoded the gump writing * WIP * *Added output path of scripts project to dev branch *Activated debugging in code
253 lines
6.6 KiB
C#
253 lines
6.6 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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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 MLQuestFlag
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{
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None = 0x00,
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Spellweaving = 0x01,
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SummonFey = 0x02,
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SummonFiend = 0x04,
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BedlamAccess = 0x08
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}
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[PropertyObject]
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public class MLQuestContext
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{
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private List<MLDoneQuestInfo> m_DoneQuests;
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private MLQuestFlag m_Flags;
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public MLQuestContext(PlayerMobile owner)
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{
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Owner = owner;
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QuestInstances = new List<MLQuestInstance>();
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m_DoneQuests = new List<MLDoneQuestInfo>();
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ChainOffers = new List<MLQuest>();
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m_Flags = MLQuestFlag.None;
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}
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public MLQuestContext(GenericReader reader, int version)
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{
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Owner = reader.ReadMobile<PlayerMobile>();
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QuestInstances = new List<MLQuestInstance>();
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m_DoneQuests = new List<MLDoneQuestInfo>();
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ChainOffers = new List<MLQuest>();
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int instances = reader.ReadInt();
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for (int i = 0; i < instances; ++i)
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{
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MLQuestInstance instance = MLQuestInstance.Deserialize(reader, version, Owner);
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if (instance != null)
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QuestInstances.Add(instance);
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}
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int doneQuests = reader.ReadInt();
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for (int i = 0; i < doneQuests; ++i)
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{
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MLDoneQuestInfo info = MLDoneQuestInfo.Deserialize(reader, version);
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if (info != null)
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m_DoneQuests.Add(info);
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}
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int chainOffers = reader.ReadInt();
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for (int i = 0; i < chainOffers; ++i)
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{
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MLQuest quest = MLQuestSystem.ReadQuestRef(reader);
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if (quest?.IsChainTriggered == true)
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ChainOffers.Add(quest);
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}
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m_Flags = (MLQuestFlag)reader.ReadEncodedInt();
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}
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public PlayerMobile Owner{ get; }
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public List<MLQuestInstance> QuestInstances{ get; }
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public List<MLQuest> ChainOffers{ get; }
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[CommandProperty(AccessLevel.GameMaster)]
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public bool IsFull => QuestInstances.Count >= MLQuestSystem.MaxConcurrentQuests;
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[CommandProperty(AccessLevel.GameMaster)]
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public bool Spellweaving
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{
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get => GetFlag(MLQuestFlag.Spellweaving);
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set => SetFlag(MLQuestFlag.Spellweaving, value);
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public bool SummonFey
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{
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get => GetFlag(MLQuestFlag.SummonFey);
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set => SetFlag(MLQuestFlag.SummonFey, value);
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public bool SummonFiend
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{
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get => GetFlag(MLQuestFlag.SummonFiend);
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set => SetFlag(MLQuestFlag.SummonFiend, value);
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public bool BedlamAccess
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{
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get => GetFlag(MLQuestFlag.BedlamAccess);
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set => SetFlag(MLQuestFlag.BedlamAccess, value);
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}
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public bool HasDoneQuest(Type questType)
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{
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MLQuest quest = MLQuestSystem.FindQuest(questType);
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return quest != null && HasDoneQuest(quest);
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}
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public bool HasDoneQuest(MLQuest quest) => m_DoneQuests.Any(info => info.m_Quest == quest);
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public bool HasDoneQuest(MLQuest quest, out DateTime nextAvailable)
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{
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nextAvailable = DateTime.MinValue;
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foreach (MLDoneQuestInfo info in m_DoneQuests)
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if (info.m_Quest == quest)
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{
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nextAvailable = info.m_NextAvailable;
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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 void SetDoneQuest(MLQuest quest)
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{
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SetDoneQuest(quest, DateTime.MinValue);
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}
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public void SetDoneQuest(MLQuest quest, DateTime nextAvailable)
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{
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foreach (MLDoneQuestInfo info in m_DoneQuests)
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if (info.m_Quest == quest)
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{
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info.m_NextAvailable = nextAvailable;
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return;
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}
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m_DoneQuests.Add(new MLDoneQuestInfo(quest, nextAvailable));
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}
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public void RemoveDoneQuest(MLQuest quest)
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{
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for (int i = m_DoneQuests.Count - 1; i >= 0; --i)
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{
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MLDoneQuestInfo info = m_DoneQuests[i];
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if (info.m_Quest == quest)
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m_DoneQuests.RemoveAt(i);
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}
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}
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public void HandleDeath()
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{
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for (int i = QuestInstances.Count - 1; i >= 0; --i)
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QuestInstances[i].OnPlayerDeath();
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}
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public void HandleDeletion()
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{
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for (int i = QuestInstances.Count - 1; i >= 0; --i)
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QuestInstances[i].Remove();
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}
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public MLQuestInstance FindInstance(Type questType)
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{
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MLQuest quest = MLQuestSystem.FindQuest(questType);
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return quest == null ? null : FindInstance(quest);
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}
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public MLQuestInstance FindInstance(MLQuest quest) => QuestInstances.FirstOrDefault(instance => instance.Quest == quest);
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public bool IsDoingQuest(Type questType)
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{
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MLQuest quest = MLQuestSystem.FindQuest(questType);
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return quest != null && IsDoingQuest(quest);
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}
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public bool IsDoingQuest(MLQuest quest) => FindInstance(quest) != null;
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public void Serialize(GenericWriter writer)
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{
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// Version info is written in MLQuestPersistence.Serialize
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writer.WriteMobile(Owner);
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writer.Write(QuestInstances.Count);
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foreach (MLQuestInstance instance in QuestInstances)
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instance.Serialize(writer);
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writer.Write(m_DoneQuests.Count);
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foreach (MLDoneQuestInfo info in m_DoneQuests)
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info.Serialize(writer);
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writer.Write(ChainOffers.Count);
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foreach (MLQuest quest in ChainOffers)
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MLQuestSystem.WriteQuestRef(writer, quest);
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writer.WriteEncodedInt((int)m_Flags);
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}
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public bool GetFlag(MLQuestFlag flag) => (m_Flags & flag) != 0;
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public void SetFlag(MLQuestFlag flag, bool value)
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{
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if (value)
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m_Flags |= flag;
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else
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m_Flags &= ~flag;
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}
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private class MLDoneQuestInfo
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{
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public DateTime m_NextAvailable;
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public MLQuest m_Quest;
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public MLDoneQuestInfo(MLQuest quest, DateTime nextAvailable)
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{
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m_Quest = quest;
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m_NextAvailable = nextAvailable;
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}
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public void Serialize(GenericWriter writer)
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{
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MLQuestSystem.WriteQuestRef(writer, m_Quest);
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writer.Write(m_NextAvailable);
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}
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public static MLDoneQuestInfo Deserialize(GenericReader reader, int version)
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{
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MLQuest quest = MLQuestSystem.ReadQuestRef(reader);
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DateTime nextAvailable = reader.ReadDateTime();
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if (quest?.RecordCompletion != true)
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return null; // forget about this record
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return new MLDoneQuestInfo(quest, nextAvailable);
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}
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}
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}
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}
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