* 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
457 lines
12 KiB
C#
457 lines
12 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.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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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 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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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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Objectives = new BaseObjectiveInstance[quest.Objectives.Count];
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bool timed = quest.Objectives.Aggregate(false, (current, t) => current | t.CreateInstance(this).IsTimed);
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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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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 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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Objectives.Any(objective => !objective.Expired && objective.AllowsQuestItem(item, type));
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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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if (Objectives.Any(objective => !objective.IsCompleted()))
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return;
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if (Objectives.Any(objective => !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?.Deleted != false || !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 = rewards.All(rewardItem => Player.AddToBackpack(rewardItem));
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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 ?? $"#{rewardItem.LabelNumber}";
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if (rewardItem.Stackable)
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Player.SendLocalizedMessage(1115917,
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$"{rewardItem.Amount}\t{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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foreach (BaseObjectiveInstance obj in Objectives)
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obj.OnQuestCancelled();
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Quest.OnCancel(this);
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if (removeChain)
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PlayerContext.ChainOffers.Remove(Quest);
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}
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public void Remove()
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{
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Unregister();
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StopTimer();
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}
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private void StopTimer()
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{
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if (m_Timer == null)
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return;
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m_Timer.Stop();
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m_Timer = null;
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}
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public void OnQuesterDeleted()
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{
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foreach (BaseObjectiveInstance obj in Objectives)
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obj.OnQuesterDeleted();
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Quest.OnQuesterDeleted(this);
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}
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public void OnPlayerDeath()
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{
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foreach (BaseObjectiveInstance obj in Objectives)
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obj.OnPlayerDeath();
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Quest.OnPlayerDeath(this);
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}
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private bool GetFlag(MLQuestInstanceFlags flag) => (m_Flags & flag) != 0;
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private void SetFlag(MLQuestInstanceFlags 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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public void Serialize(GenericWriter writer)
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{
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// Version info is written in MLQuestPersistence.Serialize
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MLQuestSystem.WriteQuestRef(writer, Quest);
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writer.Write(m_Quester?.Deleted != false ? Serial.MinusOne : m_Quester.Serial);
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writer.Write(ClaimReward);
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writer.Write(Objectives.Length);
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foreach (BaseObjectiveInstance objInstance in Objectives)
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objInstance.Serialize(writer);
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}
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public static MLQuestInstance Deserialize(GenericReader reader, int version, PlayerMobile pm)
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{
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MLQuest quest = MLQuestSystem.ReadQuestRef(reader);
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// TODO: Serialize quester TYPE too, the quest giver reference then becomes optional (only for escorts)
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IQuestGiver quester = World.FindEntity(reader.ReadUInt()) as IQuestGiver;
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bool claimReward = reader.ReadBool();
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int objectives = reader.ReadInt();
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MLQuestInstance instance;
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if (quest != null && quester != null && pm != null)
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{
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instance = quest.CreateInstance(quester, pm);
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instance.ClaimReward = claimReward;
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}
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else
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{
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instance = null;
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}
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for (int i = 0; i < objectives; ++i)
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BaseObjectiveInstance.Deserialize(reader, version,
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instance != null && i < instance.Objectives.Length ? instance.Objectives[i] : null);
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instance?.Slice();
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return instance;
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}
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}
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}
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