// This is an automatically generated C++ script template // Content needs to be added by hand to make it function // In order for this script to be loaded, move it to the correct folder in /scripts/ #include "Manager/EventMgr.h" #include #include #include #include "Actor/BNpc.h" #include "Manager/TerritoryMgr.h" #include "Territory/Territory.h" // Quest Script: GaiUsc602_01002 // Quest Name: Acting the Part // Quest ID: 66538 // Start NPC: 1006531 // End NPC: 1006531 using namespace Sapphire; class GaiUsc602 : public Sapphire::ScriptAPI::QuestScript { private: // Basic quest information // Quest vars / flags used // BitFlag8 // UI8AH // UI8AL /// Countable Num: 0 Seq: 1 Event: 10 Listener: 5000000 /// Countable Num: 0 Seq: 255 Event: 1 Listener: 2002238 // Steps in this quest ( 0 is before accepting, // 1 is first, 255 means ready for turning it in enum Sequence : uint8_t { Seq0 = 0, Seq1 = 1, SeqFinish = 255, }; // Entities found in the script data of the quest static constexpr auto Actor0 = 1006531;//Glaumunt static constexpr auto Enemy0 = 4300144; static constexpr auto Enemy1 = 4300145; static constexpr auto Eobject0 = 2002238;//Destination (Seq1) static constexpr auto Eobject1 = 2002546; static constexpr auto Eventrange0 = 4324033; static constexpr auto EventActionSearch = 1; static constexpr auto EventActionWaiting = 10; static constexpr auto LocAction1 = 1014; static constexpr auto LocAction2 = 82; static constexpr auto LocAction3 = 587; static constexpr auto LocActor0 = 1002910; static constexpr auto LocActor1 = 1002910; static constexpr auto LocPosActor0 = 4329221; static constexpr auto LocPosActor1 = 4329222; static constexpr auto Reward0 = 23; public: GaiUsc602() : Sapphire::ScriptAPI::QuestScript( 66538 ){}; ~GaiUsc602() = default; ////////////////////////////////////////////////////////////////////// // Event Handlers void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override { switch( actorId ) { case Actor0: { if( quest.getSeq() == Seq0 ) Scene00000( quest, player ); else if( quest.getSeq() == SeqFinish ) Scene00007( quest, player ); break; } case Eobject0: { if( quest.getUI8AL() < 2 ) Scene00003( quest, player ); else eventMgr().eventActionStart( player, getId(), EventActionWaiting, [ & ]( Entity::Player& player, uint32_t eventId, uint64_t additional ) { Scene00004( quest, player ); }, nullptr, 0 ); break; } } } void onBNpcKill( World::Quest& quest, Entity::BNpc& bnpc, Entity::Player& player ) override { switch( bnpc.getLayoutId() ) { case Enemy0: case Enemy1: { quest.setUI8AL( quest.getUI8AL() + 1 ); break; } } } void onWithinRange( World::Quest& quest, Entity::Player& player, uint32_t eventId, uint32_t param1, float x, float y, float z ) override { if( param1 == Eventrange0 ) { auto instance = teriMgr().getTerritoryByGuId( player.getTerritoryId() ); auto enemy0spawned = instance->getActiveBNpcByLayoutIdAndTriggerOwner( Enemy0, player.getId() ); auto enemy1spawned = instance->getActiveBNpcByLayoutIdAndTriggerOwner( Enemy1, player.getId() ); if( !enemy0spawned && !enemy1spawned && quest.getUI8AL() < 2 ) Scene00002( quest, player ); } } private: ////////////////////////////////////////////////////////////////////// // Available Scenes in this quest, not necessarly all are used ////////////////////////////////////////////////////////////////////// void Scene00000( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 0, HIDE_HOTBAR, bindSceneReturn( &GaiUsc602::Scene00000Return ) ); } void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { if( result.getResult( 0 ) == 1 )// accept quest { Scene00001( quest, player ); } } ////////////////////////////////////////////////////////////////////// void Scene00001( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 1, HIDE_HOTBAR, bindSceneReturn( &GaiUsc602::Scene00001Return ) ); } void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { quest.setSeq( Seq1 ); } ////////////////////////////////////////////////////////////////////// void Scene00002( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &GaiUsc602::Scene00002Return ) ); } void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { auto instance = teriMgr().getTerritoryByGuId( player.getTerritoryId() ); auto enemy0 = instance->createBNpcFromLayoutId( Enemy0, 1220 /*Find the right value*/, Common::BNpcType::Enemy, player.getId() ); auto enemy1 = instance->createBNpcFromLayoutId( Enemy1, 1220 /*Find the right value*/, Common::BNpcType::Enemy, player.getId() ); enemy0->hateListAddDelayed( player.getAsPlayer(), 1 ); enemy1->hateListAddDelayed( player.getAsPlayer(), 1 ); } ////////////////////////////////////////////////////////////////////// void Scene00003( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &GaiUsc602::Scene00003Return ) ); } void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00004( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 4, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &GaiUsc602::Scene00004Return ) ); } void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { eventMgr().sendEventNotice( player, getId(), 0, 0 ); quest.setSeq( SeqFinish ); } ////////////////////////////////////////////////////////////////////// void Scene00005( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 5, HIDE_HOTBAR, bindSceneReturn( &GaiUsc602::Scene00005Return ) ); } void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00006( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 6, HIDE_HOTBAR, bindSceneReturn( &GaiUsc602::Scene00006Return ) ); } void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00007( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 7, HIDE_HOTBAR, bindSceneReturn( &GaiUsc602::Scene00007Return ) ); } void Scene00007Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { if( result.getResult( 0 ) == 1 ) { player.setSystemActionUnlocked( Common::UnlockEntry::EmoteImperialSalute ); player.finishQuest( getId(), result.getResult( 1 ) ); } } }; EXPOSE_SCRIPT( GaiUsc602 );