Ported over all the opening directors and improved the director code a bit more. Also implemented content instances for Grid/Uld.

This commit is contained in:
Filip Maj
2017-07-09 18:38:01 -04:00
parent 24c46c0480
commit 69f7fb5e47
18 changed files with 205 additions and 94 deletions

View File

@@ -18,7 +18,6 @@ namespace FFXIVClassic_Map_Server.actors.director
public uint guildleveId;
public Player guildleveOwner;
public byte selectedDifficulty;
public ContentGroup contentGroup;
public GuildleveData guildleveData;
public GuildleveWork guildleveWork = new GuildleveWork();
@@ -27,7 +26,7 @@ namespace FFXIVClassic_Map_Server.actors.director
public uint completionTime = 0;
public GuildleveDirector(uint id, Area zone, string directorPath, uint guildleveId, byte selectedDifficulty, Player guildleveOwner, params object[] args)
: base(id, zone, directorPath, args)
: base(id, zone, directorPath, true, args)
{
this.guildleveId = guildleveId;
this.selectedDifficulty = selectedDifficulty;
@@ -53,7 +52,7 @@ namespace FFXIVClassic_Map_Server.actors.director
public void LoadGuildleve()
{
contentGroup = Server.GetWorldManager().CreateGLContentGroup(this, GetMembers());
}
public void StartGuildleve()
@@ -123,7 +122,7 @@ namespace FFXIVClassic_Map_Server.actors.director
if (wasCompleted)
{
Npc aetheryteNode = zone.SpawnActor(1200040, String.Format("{0}:warpExit", guildleveOwner.actorName), guildleveOwner.positionX, guildleveOwner.positionY, guildleveOwner.positionZ);
contentGroup.AddMember(aetheryteNode);
AddMember(aetheryteNode);
foreach (Actor a in GetPlayerMembers())
{
@@ -149,8 +148,7 @@ namespace FFXIVClassic_Map_Server.actors.director
//Delete ContentGroup, change music back
public void EndGuildleveDirector()
{
contentGroup.DeleteGroup();
{
foreach (Actor p in GetPlayerMembers())
{
Player player = (Player)p;