protected override bool ServerIsSatisfied(ICharacter character, QuestRequirementState state) { var input = PlayerCharacter.GetPublicState(character).AppliedInput; return((input.MoveModes & CharacterMoveModes.ModifierRun) == CharacterMoveModes.ModifierRun); }
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); }
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); }
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)); }
protected override bool ServerIsSatisfied(ICharacter character, QuestRequirementState state) { return(character.Tile.ProtoTile == this.ProtoTile); }