Core/Quest: do not set a quest to failed if it's rewarded or has no status at all (not taken).

This commit is contained in:
SnapperRy authored and Aokromes committed 2016-10-24 13:47:32 +02:00
1 parent a9557382e8
commit d77b366703
4 files changed
+11 -20

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+3 -3
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@@ -221,7 +221,7 @@ void SmartAI::EndPath(bool fail)
if (!fail && player->IsAtGroupRewardDistance(me) && !player->HasCorpse())
player->GroupEventHappens(mEscortQuestID, me);
if (fail && player->GetQuestStatus(mEscortQuestID) == QUEST_STATUS_INCOMPLETE)
if (fail)
player->FailQuest(mEscortQuestID);
if (Group* group = player->GetGroup())
@@ -232,7 +232,7 @@ void SmartAI::EndPath(bool fail)
if (!fail && groupGuy->IsAtGroupRewardDistance(me) && !groupGuy->HasCorpse())
groupGuy->AreaExploredOrEventHappens(mEscortQuestID);
if (fail && groupGuy->GetQuestStatus(mEscortQuestID) == QUEST_STATUS_INCOMPLETE)
else if (fail)
groupGuy->FailQuest(mEscortQuestID);
}
}
@@ -246,7 +246,7 @@ void SmartAI::EndPath(bool fail)
Player* player = (*iter)->ToPlayer();
if (!fail && player->IsAtGroupRewardDistance(me) && !player->HasCorpse())
player->AreaExploredOrEventHappens(mEscortQuestID);
if (fail && player->GetQuestStatus(mEscortQuestID) == QUEST_STATUS_INCOMPLETE)
else if (fail)
player->FailQuest(mEscortQuestID);
}
}