/// <summary> /// Load targets that handled by the zone /// </summary> /// <param name="presenceManager"></param> /// <param name="player"></param> /// <returns></returns> public IEnumerable <IZoneMissionTarget> LoadZoneTargets(IPresenceManager presenceManager, Player player) { var records = Db.Query().CommandText("select * from missiontargetsarchive where characterid=@characterID and missionid=@missionID and missionguid=@guid") .SetParameter("@characterID", player.Character.Id) .SetParameter("@missionID", missionId) .SetParameter("@guid", missionGuid) .Execute().ToList(); foreach (var record in records) { var completed = record.GetValue <bool>("completed"); if (completed) { continue; } var targetId = record.GetValue <int>("targetid"); //original from cache MissionTarget targetFromCache; if (!_missionDataCache.GetTargetById(targetId, out targetFromCache)) { continue; } //duplicate and apply running parameters var target = targetFromCache.GetClone(); target.ModifyWithRecord(record); if (target.ValidZoneSet && target.ZoneId != _zone.Configuration.Id) { //not for this zone continue; } //this is the current progress var currentProgress = record.GetValue <int>("progresscount"); Logger.Info("mission target progress: " + currentProgress + " targetID:" + target.id + " missionID:" + missionId + " characterID:" + player.Character.Id + " " + target.Type); //these types are not needed on the zone switch (target.Type) { case MissionTargetType.research: case MissionTargetType.massproduce: case MissionTargetType.prototype: case MissionTargetType.fetch_item: case MissionTargetType.teleport: continue; } IZoneMissionTarget zoneTarget = null; //generate proper class switch (target.Type) { case MissionTargetType.reach_position: zoneTarget = new ReachPositionZoneTarget(_zone, player, target, this); break; case MissionTargetType.loot_item: { var pc = new ProgressCounter(currentProgress, target.Quantity); zoneTarget = new LootZoneTarget(_zone, player, target, this, pc); break; } case MissionTargetType.kill_definition: { var pc = new ProgressCounter(currentProgress, target.Quantity); zoneTarget = new KillZoneTarget(_zone, player, target, this, pc); break; } case MissionTargetType.scan_mineral: zoneTarget = new ScanMaterialZoneTarget(_zone, player, target, this); break; case MissionTargetType.scan_unit: { var pc = new ProgressCounter(currentProgress, target.Quantity); zoneTarget = new ScanUnitZoneTarget(_zone, player, target, this, pc); break; } case MissionTargetType.scan_container: { var pc = new ProgressCounter(currentProgress, target.Quantity); zoneTarget = new ScanContainerZoneTarget(_zone, player, target, this, pc); break; } case MissionTargetType.drill_mineral: { var pc = new ProgressCounter(currentProgress, target.Quantity); zoneTarget = new DrillMineralZoneTarget(_zone, player, target, this, pc); break; } case MissionTargetType.submit_item: { var pc = new ProgressCounter(currentProgress, target.Quantity); zoneTarget = new SubmitItemZoneTarget(_zone, player, target, this, pc); break; } case MissionTargetType.use_switch: zoneTarget = new AlarmSwitchZoneTarget(_zone, player, target, this); break; case MissionTargetType.find_artifact: zoneTarget = new FindArtifactZoneTarget(_zone, player, target, this, presenceManager); break; case MissionTargetType.use_itemsupply: { var pc = new ProgressCounter(currentProgress, target.Quantity); zoneTarget = new ItemSupplyZoneTarget(_zone, player, target, this, pc); break; } case MissionTargetType.harvest_plant: { var pc = new ProgressCounter(currentProgress, target.Quantity); zoneTarget = new HarvestPlantZoneTarget(_zone, player, target, this, pc); break; } case MissionTargetType.summon_npc_egg: zoneTarget = new SummonNpcEggZoneTarget(_zone, player, target, this); break; case MissionTargetType.pop_npc: zoneTarget = new PopNpcZoneTarget(_zone, player, target, this, presenceManager); break; case MissionTargetType.lock_unit: { var pc = new ProgressCounter(currentProgress, target.Quantity); zoneTarget = new LockUnitZoneTarget(_zone, player, target, this, pc); break; } } if (zoneTarget == null) { Logger.Error("no class defined for:" + target.Type); continue; } yield return(zoneTarget); } }
public MissionArtifactGenerator(FindArtifactZoneTarget target, IArtifactRepository repository) { _target = target; _repository = repository; }