public static ServerMessage Compose(Session Session, Quest Quest) { ServerMessage Message = new ServerMessage(OpcodesOut.QUEST_STARTED); QuestListComposer.SerializeQuest(Message, Session, Quest, Quest.Category); return Message; }
public static void SerializeQuest(ServerMessage Message, Session Session, Quest Quest, string Category) { int AmountInCat = QuestManager.GetAmountOfQuestsInCategory(Category); int Number = Quest == null ? AmountInCat : Quest.Number - 1; int UserProgress = Quest == null ? 0 : Session.QuestCache.GetQuestProgress(Quest.Id); if (Quest != null && Quest.IsCompleted(UserProgress)) { Number++; } Message.AppendStringWithBreak(Category); Message.AppendInt32(Number); // Quest progress in this cat Message.AppendInt32(AmountInCat); // Total quests in this cat Message.AppendInt32((int)QuestRewardType.Pixels); // Reward type (1 = Snowflakes, 2 = Love hearts, 3 = Pixels, 4 = Seashells, everything else is pixels Message.AppendUInt32(Quest == null ? 0 : Quest.Id); // Quest id Message.AppendBoolean(Quest == null ? false : Session.QuestCache.CurrentQuestId == Quest.Id); // Quest started Message.AppendStringWithBreak(Quest == null ? string.Empty : Quest.ActionName); Message.AppendStringWithBreak(Quest == null ? string.Empty : Quest.DataBit); Message.AppendInt32(Quest == null ? 0 : Quest.Reward); Message.AppendStringWithBreak(Quest == null ? string.Empty : Quest.QuestName); Message.AppendInt32(UserProgress); // Current progress Message.AppendUInt32(Quest == null ? 0 : Quest.GoalData); // Target progress Message.AppendInt32(0); // "Next quest available countdown" in seconds }