Esempio n. 1
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        public static QuestCondition KillAny(string progressPrefix, int amount)
        {
            var c = new QuestCondition {
                Type = ConditionType.Kill
            };

            c.ProgressPrefix = progressPrefix;
            c.Name           = progressPrefix;
            c.Parameters.Add("Amount", amount);
            return(c);
        }
Esempio n. 2
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        public static QuestCondition DestroyAnyVehicle(string progressPrefix, int amount)
        {
            var c = new QuestCondition {
                Type = ConditionType.DestroyVehicle
            };

            c.ProgressPrefix = progressPrefix;
            c.Name           = progressPrefix;
            c.Parameters.Add("Amount", amount);
            return(c);
        }
Esempio n. 3
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        public static QuestCondition Custom(string progressPrefix, string name, Func <bool> condition)
        {
            var c = new QuestCondition {
                Type = ConditionType.Custom
            };

            c.Name            = name;
            c.ProgressPrefix  = progressPrefix;
            c.CustomCondition = condition;
            return(c);
        }
Esempio n. 4
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        public static QuestCondition Acquire(string progressPrefix, string itemName, int amountNeeded)
        {
            var c = new QuestCondition {
                Type = ConditionType.Acquire
            };

            c.Name           = progressPrefix;
            c.ProgressPrefix = progressPrefix;
            c.Parameters.Add("ItemName", itemName);
            c.Parameters.Add("Amount", amountNeeded);
            return(c);
        }
Esempio n. 5
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        public static QuestCondition LootAnyPed(string progressPrefix, string itemName, string propModel, int dropRateOutOf100, int amountNeeded)
        {
            var c = new QuestCondition {
                Type = ConditionType.Loot
            };

            c.ProgressPrefix = progressPrefix;
            c.Name           = progressPrefix;
            c.Parameters.Add("ItemName", itemName);
            c.Parameters.Add("Amount", amountNeeded);
            c.Parameters.Add("DropRate", dropRateOutOf100);
            c.Parameters.Add("PropModel", propModel);
            return(c);
        }
Esempio n. 6
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        public static QuestCondition DestroyVehicle(string progressPrefix, int amount, params VehicleHash[] vehicleHashes)
        {
            var c = new QuestCondition {
                Type = ConditionType.DestroyVehicle
            };

            var models = vehicleHashes;

            c.ProgressPrefix = progressPrefix;
            c.Name           = progressPrefix;
            c.Parameters.Add("VehHash", models);
            c.Parameters.Add("Amount", amount);
            return(c);
        }
Esempio n. 7
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        public static QuestCondition Kill(string progressPrefix, int amount, params PedHash[] modelHashes)
        {
            var c = new QuestCondition {
                Type = ConditionType.Kill
            };

            var models = modelHashes;

            c.ProgressPrefix = progressPrefix;
            c.Name           = progressPrefix;
            c.Parameters.Add("ModelHash", models);
            c.Parameters.Add("Amount", amount);
            return(c);
        }
Esempio n. 8
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        public static QuestCondition LootVehicles(string progressPrefix, string itemName, string propModel, int dropRateOutOf100, int amountNeeded, params VehicleHash[] vehicleHashes)
        {
            var c = new QuestCondition {
                Type = ConditionType.Loot
            };
            var models = vehicleHashes;

            c.ProgressPrefix = progressPrefix;
            c.Name           = progressPrefix;
            c.Parameters.Add("VehHash", models);
            c.Parameters.Add("ItemName", itemName);
            c.Parameters.Add("Amount", amountNeeded);
            c.Parameters.Add("DropRate", dropRateOutOf100);
            c.Parameters.Add("PropModel", propModel);
            c.Parameters.Add("Vehicles", true);
            return(c);
        }
Esempio n. 9
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        public static QuestCondition DestroyVehicle(string progressPrefix, int amount,params VehicleHash[] vehicleHashes)
        {
            var c = new QuestCondition { Type = ConditionType.DestroyVehicle };

            var models = vehicleHashes;
            c.ProgressPrefix = progressPrefix;
            c.Name = progressPrefix;
            c.Parameters.Add("VehHash", models);
            c.Parameters.Add("Amount", amount);
            return c;
        }
Esempio n. 10
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        public static QuestCondition DestroyAnyVehicle(string progressPrefix, int amount)
        {
            var c = new QuestCondition { Type = ConditionType.DestroyVehicle };

            c.ProgressPrefix = progressPrefix;
            c.Name = progressPrefix;
            c.Parameters.Add("Amount", amount);
            return c;
        }
Esempio n. 11
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 public static QuestCondition Custom(string progressPrefix, string name, Func<bool> condition)
 {
     var c = new QuestCondition {Type = ConditionType.Custom};
     c.Name = name;
     c.ProgressPrefix = progressPrefix;
     c.CustomCondition = condition;
     return c;
 }
Esempio n. 12
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 public static QuestCondition Acquire(string progressPrefix, string itemName, int amountNeeded)
 {
     var c = new QuestCondition { Type = ConditionType.Acquire };
     c.Name = progressPrefix;
     c.ProgressPrefix = progressPrefix;
     c.Parameters.Add("ItemName", itemName);
     c.Parameters.Add("Amount", amountNeeded);
     return c;
 }
Esempio n. 13
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        public void SetupCondition(QuestCondition c, bool firstSetup)
        {
            if (c.Type == ConditionType.Kill && c.Parameters.ContainsKey("ModelHash")
                    || c.Type == ConditionType.Loot && c.Parameters.ContainsKey("ModelHash"))
            {
                int[] hashes;
                var models = c.Parameters["ModelHash"] as uint[];
                var modelsA = c.Parameters["ModelHash"] as JArray;

                if (models != null)
                {
                    hashes = models.Select(m => (int)m).ToArray();
                }
                else
                {
                    hashes = modelsA.Select(jv => (uint)jv).Select(t => (int)t).ToArray();
                }

                if (SpawnTargets)
                {
                    c.Position = c.Position == Vector3.Zero ? RPGMethods.GetSpawnPoint(350) : c.Position;
                    BlipObjects.Add(RPGBlips.QuestArea(Name, c.Position));

                    EventHandler.Do(q =>
                    {
                      var pos = c.Position;
                      var amountToSpawn = AmountToSpawn;
                      var playerGroup = Game.Player.Character.RelationshipGroup;
                      var enemies = World.AddRelationshipGroup("RPG_Enemies");
                      World.SetRelationshipBetweenGroups(Relationship.Neutral, playerGroup, enemies);
                      for (int i = 0; i < amountToSpawn; i++)
                      {
                          var hash = hashes[Random.Range(0, hashes.Length)];
                          var m = new Model(hash);
                          m.Request(1000);
                          var ped = World.CreatePed(m, pos + Vector3.RandomXY() * 2, Game.Player.Character.Heading + 180);
                          ped.RelationshipGroup = enemies;
                          var b = ped.AddBlip();
                          EventHandler.Wait(100);
                          b.IsFriendly = false;
                          b.Scale = 0.6f;
                          ped.Task.WanderAround();
                          //todo: apply some weapon damage scaling here lol
                          ped.Weapons.Give(WeaponHash.Pistol, 1000, false, true);
                          ped.CanSwitchWeapons = true;
                          RPG.WorldData.AddPed(new NpcObject("Quest_" + Name, ped));
                          RPG.WorldData.AddBlip(new BlipObject("Quest_" + Name, b));
                          HasSpawnedTargets = true;
                      }
                    });

                }
            }

            if (!c.Parameters.ContainsKey("Current"))
            {
                c.Parameters.Add("Current", 0);
            }

            if(firstSetup)
            {
                switch (c.Type)
                {
                    case ConditionType.Kill:
                    case ConditionType.Loot:
                    case ConditionType.DestroyVehicle:
                    case ConditionType.Acquire:
                        c.Parameters["Current"] = 0;
                        break;
                    case ConditionType.Interact:
                    case ConditionType.Escort:
                    case ConditionType.Race:
                    case ConditionType.EvadeCops:
                        c.Parameters["Current"] = false;
                        break;
                    case ConditionType.Custom:
                        break;
                    default:
                        throw new ArgumentOutOfRangeException();
                }
            }
        }
Esempio n. 14
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 public Quest AddCondiiton(QuestCondition condition)
 {
     condition.QuestName = Name;
     Conditions.Add(condition);
     return(this);
 }
Esempio n. 15
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 public static QuestCondition LootAnyPed(string progressPrefix, string itemName, string propModel, int dropRateOutOf100, int amountNeeded)
 {
     var c = new QuestCondition {Type = ConditionType.Loot};
     c.ProgressPrefix = progressPrefix;
     c.Name = progressPrefix;
     c.Parameters.Add("ItemName",itemName);
     c.Parameters.Add("Amount",amountNeeded);
     c.Parameters.Add("DropRate", dropRateOutOf100);
     c.Parameters.Add("PropModel", propModel);
     return c;
 }
Esempio n. 16
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        public static QuestCondition Kill(string progressPrefix, int amount, Vector3 position, params PedHash[] modelHashes)
        {
            var c = new QuestCondition {Type = ConditionType.Kill};

            var models = modelHashes;
            c.Position = position;
            c.Name = progressPrefix;
            c.ProgressPrefix = progressPrefix;
            c.Parameters.Add("ModelHash", models);
            c.Parameters.Add("Amount",amount);
            return c;
        }
Esempio n. 17
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 public static QuestCondition KillAny(string progressPrefix, int amount, Vector3 position)
 {
     var c = new QuestCondition {Type = ConditionType.Kill};
     c.Position = position;
     c.Name = progressPrefix;
     c.ProgressPrefix = progressPrefix;
     c.Parameters.Add("Amount",amount);
     return c;
 }
Esempio n. 18
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 public Quest AddCondiiton(QuestCondition condition)
 {
     condition.QuestName = Name;
     Conditions.Add(condition);
     return this;
 }
Esempio n. 19
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        public static QuestCondition LootVehicles(string progressPrefix, string itemName, string propModel, int dropRateOutOf100, int amountNeeded, params VehicleHash[] vehicleHashes)
        {
            var c = new QuestCondition {Type = ConditionType.Loot};
            var models = vehicleHashes;

            c.ProgressPrefix = progressPrefix;
            c.Name = progressPrefix;
            c.Parameters.Add("VehHash", models);
            c.Parameters.Add("ItemName",itemName);
            c.Parameters.Add("Amount",amountNeeded);
            c.Parameters.Add("DropRate", dropRateOutOf100);
            c.Parameters.Add("PropModel", propModel);
            c.Parameters.Add("Vehicles", true);
            return c;
        }
Esempio n. 20
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        public void SetupCondition(QuestCondition c, bool firstSetup)
        {
            if (c.Type == ConditionType.Kill && c.Parameters.ContainsKey("ModelHash") ||
                c.Type == ConditionType.Loot && c.Parameters.ContainsKey("ModelHash"))
            {
                int[] hashes;
                var   models  = c.Parameters["ModelHash"] as uint[];
                var   modelsA = c.Parameters["ModelHash"] as JArray;

                if (models != null)
                {
                    hashes = models.Select(m => (int)m).ToArray();
                }
                else
                {
                    hashes = modelsA.Select(jv => (uint)jv).Select(t => (int)t).ToArray();
                }


                if (SpawnTargets)
                {
                    c.Position = c.Position == Vector3.Zero ? RPGMethods.GetSpawnPoint(350) : c.Position;
                    BlipObjects.Add(RPGBlips.QuestArea(Name, c.Position));

                    EventHandler.Do(q =>
                    {
                        var pos           = c.Position;
                        var amountToSpawn = AmountToSpawn;
                        var playerGroup   = Game.Player.Character.RelationshipGroup;
                        var enemies       = World.AddRelationshipGroup("RPG_Enemies");
                        World.SetRelationshipBetweenGroups(Relationship.Neutral, playerGroup, enemies);
                        for (int i = 0; i < amountToSpawn; i++)
                        {
                            var hash = hashes[Random.Range(0, hashes.Length)];
                            var m    = new Model(hash);
                            m.Request(1000);
                            var ped = World.CreatePed(m, pos + Vector3.RandomXY() * 2, Game.Player.Character.Heading + 180);
                            ped.RelationshipGroup = enemies;
                            var b = ped.AddBlip();
                            EventHandler.Wait(100);
                            b.IsFriendly = false;
                            b.Scale      = 0.6f;
                            ped.Task.WanderAround();
                            //todo: apply some weapon damage scaling here lol
                            ped.Weapons.Give(WeaponHash.Pistol, 1000, false, true);
                            ped.CanSwitchWeapons = true;
                            RPG.WorldData.AddPed(new NpcObject("Quest_" + Name, ped));
                            RPG.WorldData.AddBlip(new BlipObject("Quest_" + Name, b));
                            HasSpawnedTargets = true;
                        }
                    });
                }
            }

            if (!c.Parameters.ContainsKey("Current"))
            {
                c.Parameters.Add("Current", 0);
            }

            if (firstSetup)
            {
                switch (c.Type)
                {
                case ConditionType.Kill:
                case ConditionType.Loot:
                case ConditionType.DestroyVehicle:
                case ConditionType.Acquire:
                    c.Parameters["Current"] = 0;
                    break;

                case ConditionType.Interact:
                case ConditionType.Escort:
                case ConditionType.Race:
                case ConditionType.EvadeCops:
                    c.Parameters["Current"] = false;
                    break;

                case ConditionType.Custom:
                    break;

                default:
                    throw new ArgumentOutOfRangeException();
                }
            }
        }