Beispiel #1
0
        protected override bool ServerIsSatisfied(ICharacter character, QuestRequirementState state)
        {
            var input = PlayerCharacter.GetPublicState(character).AppliedInput;

            return((input.MoveModes & CharacterMoveModes.ModifierRun)
                   == CharacterMoveModes.ModifierRun);
        }
Beispiel #2
0
        protected override bool ServerIsSatisfied(ICharacter character, QuestRequirementState state)
        {
            if (!character.IsOnline)
            {
                return(false);
            }

            // check that player character has a running modifier active
            var input = PlayerCharacter.GetPublicState(character).AppliedInput;

            return((input.MoveModes & CharacterMoveModes.ModifierRun)
                   == CharacterMoveModes.ModifierRun);
        }
        protected override bool ServerIsSatisfied(ICharacter character, QuestRequirementState state)
        {
            var completedCount = 0;
            var techNodes      = character.SharedGetTechnologies().Nodes;

            foreach (var techNode in techNodes)
            {
                if (techNode.Group == this.TechGroup)
                {
                    completedCount++;
                }
            }

            return(completedCount >= this.TechGroup.Nodes.Count);
        }
Beispiel #4
0
 protected override bool ServerIsSatisfied(ICharacter character, QuestRequirementState state)
 {
     return(character.SharedGetTechnologies()
            .SharedIsGroupUnlocked(this.TechGroup));
 }
 protected override bool ServerIsSatisfied(ICharacter character, QuestRequirementState state)
 {
     // never refreshed by the server
     return(false);
 }
Beispiel #6
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 protected override bool ServerIsSatisfied(ICharacter character, QuestRequirementState state)
 {
     return(character.SharedHasSkill(this.Skill, this.MinLevel));
 }
 protected override bool ServerIsSatisfied(ICharacter character, QuestRequirementState state)
 {
     return(this.ProtoZone
            .ServerZoneInstance
            .IsContainsPosition(character.TilePosition));
 }
Beispiel #8
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 protected override bool ServerIsSatisfied(ICharacter character, QuestRequirementState state)
 {
     return(character.Tile.ProtoTile == this.ProtoTile);
 }