Files
DanhengServer-OpenSource/GameServer/Game/Mission/MissionManager.cs
2024-08-04 10:19:33 +08:00

680 lines
27 KiB
C#

using System.Reflection;
using EggLink.DanhengServer.Data;
using EggLink.DanhengServer.Data.Config;
using EggLink.DanhengServer.Database;
using EggLink.DanhengServer.Database.Inventory;
using EggLink.DanhengServer.Enums.Item;
using EggLink.DanhengServer.Enums.Mission;
using EggLink.DanhengServer.GameServer.Game.Battle;
using EggLink.DanhengServer.GameServer.Game.Mission.FinishAction;
using EggLink.DanhengServer.GameServer.Game.Mission.FinishType;
using EggLink.DanhengServer.GameServer.Game.Player;
using EggLink.DanhengServer.GameServer.Plugin.Event;
using EggLink.DanhengServer.GameServer.Server.Packet.Send.HeartDial;
using EggLink.DanhengServer.GameServer.Server.Packet.Send.Mission;
using EggLink.DanhengServer.GameServer.Server.Packet.Send.Player;
using EggLink.DanhengServer.GameServer.Server.Packet.Send.Scene;
using EggLink.DanhengServer.Proto;
using EggLink.DanhengServer.Util;
using MissionData = EggLink.DanhengServer.Database.Quests.MissionData;
namespace EggLink.DanhengServer.GameServer.Game.Mission;
public class MissionManager : BasePlayerManager
{
#region Initializer & Properties
public MissionData Data { get; set; }
public Dictionary<FinishActionTypeEnum, MissionFinishActionHandler> ActionHandlers = [];
public Dictionary<MissionFinishTypeEnum, MissionFinishTypeHandler> FinishTypeHandlers = [];
public readonly List<int> SkipSubMissionList = []; // bug
public MissionManager(PlayerInstance player) : base(player)
{
Data = DatabaseHelper.Instance!.GetInstanceOrCreateNew<MissionData>(player.Uid);
var types = Assembly.GetExecutingAssembly().GetTypes();
foreach (var type in types)
{
var attr = type.GetCustomAttribute<MissionFinishActionAttribute>();
if (attr != null)
{
var handler = (MissionFinishActionHandler)Activator.CreateInstance(type, null)!;
ActionHandlers.Add(attr.FinishAction, handler);
}
var attr2 = type.GetCustomAttribute<MissionFinishTypeAttribute>();
if (attr2 != null)
{
var handler = (MissionFinishTypeHandler)Activator.CreateInstance(type, null)!;
FinishTypeHandlers.Add(attr2.FinishType, handler);
}
}
}
#endregion
#region Mission Actions
public async ValueTask<List<MissionSync?>> AcceptMainMission(int missionId, bool sendPacket = true)
{
if (!ConfigManager.Config.ServerOption.EnableMission) return [];
if (Data.GetMainMissionStatus(missionId) != MissionPhaseEnum.None) return []; // already accepted
// Get entry sub mission
GameData.MainMissionData.TryGetValue(missionId, out var mission);
if (mission == null) return [];
Data.SetMainMissionStatus(missionId, MissionPhaseEnum.Accept);
var list = new List<MissionSync?>();
mission.MissionInfo?.StartSubMissionList.ForEach(async i => list.Add(await AcceptSubMission(i, sendPacket)));
if (missionId == 4030001 || missionId == 4030002)
{
// skip not implemented
mission.MissionInfo?.SubMissionList.ForEach(async x => await AcceptSubMission(x.ID));
mission.MissionInfo?.SubMissionList.ForEach(async x => await FinishSubMission(x.ID));
}
if (missionId == 1000400)
{
await Player.AddAvatar(1003);
await Player.LineupManager!.AddAvatarToCurTeam(1003);
}
return list;
}
public async ValueTask<MissionSync> AcceptMainMissionByCondition(bool sendPacket = true)
{
var sync = new MissionSync();
foreach (var nextMission in GameData.MainMissionData.Values)
{
if (!nextMission.IsEqual(Data)) continue;
if (Data.GetMainMissionStatus(nextMission.MainMissionID) != MissionPhaseEnum.None)
continue; // already accepted
var res = await AcceptMainMission(nextMission.MainMissionID, sendPacket);
foreach (var subMission in res)
if (subMission != null)
sync.MissionList.AddRange(subMission.MissionList);
}
return sync;
}
public async ValueTask<List<MissionSync?>> ReAcceptMainMission(int missionId, bool sendPacket = true)
{
if (!ConfigManager.Config.ServerOption.EnableMission) return [];
GameData.MainMissionData.TryGetValue(missionId, out var mission);
if (mission == null) return [];
MissionSync sync = new();
foreach (var subMission in mission.SubMissionIds)
if (Data.GetSubMissionStatus(subMission) == MissionPhaseEnum.Finish ||
Data.GetSubMissionStatus(subMission) == MissionPhaseEnum.Accept)
sync.MissionList.Add(new Proto.Mission
{
Id = (uint)subMission,
Status = MissionStatus.MissionNone
});
foreach (var subMission in
mission.SubMissionIds) Data.SetSubMissionStatus(subMission, MissionPhaseEnum.None); // reset
Data.SetMainMissionStatus(missionId, MissionPhaseEnum.None); // reset
await Player.SendPacket(new PacketPlayerSyncScNotify(sync));
return await AcceptMainMission(missionId, sendPacket);
}
public async ValueTask RemoveMainMission(int missionId)
{
if (!ConfigManager.Config.ServerOption.EnableMission) return;
Data.SetMainMissionStatus(missionId, MissionPhaseEnum.None);
GameData.MainMissionData.TryGetValue(missionId, out var mission);
if (mission == null) return;
MissionSync sync = new();
foreach (var subMission in mission.SubMissionIds)
{
Data.SetSubMissionStatus(subMission, MissionPhaseEnum.None);
await SetMissionProgress(subMission, 0);
sync.MissionList.Add(new Proto.Mission
{
Id = (uint)subMission,
Status = MissionStatus.MissionNone
});
}
await Player.SendPacket(new PacketPlayerSyncScNotify(sync));
}
public async ValueTask AcceptSubMission(int missionId)
{
if (!ConfigManager.Config.ServerOption.EnableMission) return;
await AcceptSubMission(missionId, true);
}
public async ValueTask<MissionSync?> AcceptSubMission(int missionId, bool sendPacket,
bool doFinishTypeAction = true)
{
if (!ConfigManager.Config.ServerOption.EnableMission) return null;
GameData.SubMissionData.TryGetValue(missionId, out var mission);
if (mission == null) return null;
if (Data.GetSubMissionStatus(missionId) != MissionPhaseEnum.None) return null; // already accepted
Data.SetSubMissionStatus(missionId, MissionPhaseEnum.Accept);
var sync = new MissionSync();
sync.MissionList.Add(new Proto.Mission
{
Id = (uint)missionId,
Status = MissionStatus.MissionDoing
});
DatabaseHelper.Instance?.UpdateInstance(Data);
if (sendPacket) await Player.SendPacket(new PacketPlayerSyncScNotify(sync));
Player.SceneInstance!.SyncGroupInfo();
if (mission.SubMissionInfo != null)
try
{
FinishTypeHandlers.TryGetValue(mission.SubMissionInfo.FinishType, out var handler);
if (doFinishTypeAction)
if (handler != null)
await handler.HandleMissionFinishType(Player, mission.SubMissionInfo, null);
}
catch
{
}
if (SkipSubMissionList.Contains(missionId)) await FinishSubMission(missionId);
if (mission.SubMissionInfo?.LevelFloorID == Player.SceneInstance?.FloorId)
if (mission.SubMissionInfo?.GroupIDList != null)
foreach (var group in mission.SubMissionInfo.GroupIDList)
await Player.SceneInstance!.EntityLoader!.LoadGroup(group);
// TODO: Mission Task
Player.TaskManager?.MissionTaskTrigger.TriggerMissionTask(missionId);
return sync;
}
public async ValueTask FinishMainMission(int missionId)
{
if (!ConfigManager.Config.ServerOption.EnableMission) return;
if (!GameData.MainMissionData.TryGetValue(missionId, out var mainMission)) return;
if (Data.GetMainMissionStatus(missionId) != MissionPhaseEnum.Accept) return;
Data.SetMainMissionStatus(missionId, MissionPhaseEnum.Finish);
var sync = new MissionSync();
sync.FinishedMainMissionIdList.Add((uint)missionId);
// get next main mission
foreach (var mission in mainMission.SubMissionIds)
if (GetSubMissionStatus(mission) != MissionPhaseEnum.Finish)
if (Data.GetSubMissionStatus(mission) != MissionPhaseEnum.Finish)
{
Data.SetSubMissionStatus(mission, MissionPhaseEnum.Finish);
sync.MissionList.Add(new Proto.Mission
{
Id = (uint)mission,
Status = MissionStatus.MissionFinish
});
}
var mainSync = await AcceptMainMissionByCondition(false);
sync.MissionList.AddRange(mainSync.MissionList);
await Player.SendPacket(new PacketPlayerSyncScNotify(sync));
await Player.SendPacket(new PacketStartFinishMainMissionScNotify(missionId));
await HandleMissionReward(missionId);
await HandleFinishType(MissionFinishTypeEnum.FinishMission);
await Player.RaidManager!.CheckIfLeaveRaid();
PluginEvent.InvokeOnPlayerFinishMainMission(Player, missionId);
}
public async ValueTask FinishSubMission(int missionId)
{
if (!ConfigManager.Config.ServerOption.EnableMission) return;
GameData.SubMissionData.TryGetValue(missionId, out var subMission);
if (subMission == null) return;
var mainMissionId = subMission.MainMissionID;
if (Data.GetSubMissionStatus(missionId) != MissionPhaseEnum.Accept) return; // not accepted
GameData.MainMissionData.TryGetValue(mainMissionId, out var mainMission); // get main mission
if (mainMission == null) return;
Data.SetSubMissionStatus(missionId, MissionPhaseEnum.Finish); // set finish
await SetMissionProgress(missionId, subMission.SubMissionInfo?.Progress ?? 1);
var sync = new MissionSync();
sync.MissionList.Add(new Proto.Mission
{
Id = (uint)missionId,
Status = MissionStatus.MissionFinish,
Progress = (uint)(subMission.SubMissionInfo?.Progress ?? 1)
});
// get next sub mission
foreach (var nextMission in mainMission.MissionInfo?.SubMissionList ?? [])
{
if (nextMission.TakeType != SubMissionTakeTypeEnum.AnySequence &&
nextMission.TakeType != SubMissionTakeTypeEnum.MultiSequence) continue;
var canAccept = nextMission.TakeType == SubMissionTakeTypeEnum.MultiSequence; // mean and operation
foreach (var id in nextMission.TakeParamIntList ?? [])
if (GetSubMissionStatus(id) != MissionPhaseEnum.Finish &&
nextMission.TakeType == SubMissionTakeTypeEnum.MultiSequence)
{
canAccept = false;
break;
}
else if (GetSubMissionStatus(id) == MissionPhaseEnum.Finish &&
nextMission.TakeType == SubMissionTakeTypeEnum.AnySequence) // or operation
{
canAccept = true;
break;
}
if (canAccept)
{
var s = await AcceptSubMission(nextMission.ID, false, false);
if (s != null)
sync.MissionList.Add(new Proto.Mission
{
Id = (uint)nextMission.ID,
Status = MissionStatus.MissionDoing
});
}
}
await Player.SendPacket(new PacketPlayerSyncScNotify(sync));
await Player.SendPacket(new PacketStartFinishSubMissionScNotify(missionId));
if (mainMission.MissionInfo != null)
await HandleFinishAction(mainMission.MissionInfo, missionId);
// Get if it should finish main mission
// get current main mission
var shouldFinish = true;
mainMission.MissionInfo?.FinishSubMissionList.ForEach(id =>
{
if (GetSubMissionStatus(id) != MissionPhaseEnum.Finish) shouldFinish = false;
});
foreach (var nextMission in GetRunningSubMissionList())
{
FinishTypeHandlers.TryGetValue(nextMission.FinishType, out var handler);
if (handler != null) await handler.HandleMissionFinishType(Player, nextMission, null);
}
if (shouldFinish) await FinishMainMission(mainMissionId);
if (missionId == 101140201)
{
// Player.ChangeAvatarPathType(8001, Enums.Avatar.MultiPathAvatarTypeEnum.Knight);
var list = Player.LineupManager!.GetCurLineup()!.BaseAvatars!
.Select(x => x.SpecialAvatarId > 0 ? x.SpecialAvatarId / 10 : x.BaseAvatarId).ToList();
list[list.IndexOf(8001)] = Player.Data.CurrentGender == Gender.Man ? 1008003 : 1008004;
Player.LineupManager!.SetExtraLineup(ExtraLineupType.LineupHeliobus, list);
}
if (missionId == 103040103)
await Player.SendPacket(new PacketHeartDialScriptChangeScNotify(HeartDialUnlockStatus.UnlockSingle));
if (missionId == 103040104)
await Player.SendPacket(new PacketHeartDialScriptChangeScNotify(HeartDialUnlockStatus.UnlockAll));
// handle reward
await HandleSubMissionReward(missionId);
//Player.StoryLineManager!.CheckIfEnterStoryLine();
//Player.StoryLineManager!.CheckIfFinishStoryLine();
PluginEvent.InvokeOnPlayerFinishSubMission(Player, missionId);
}
public async ValueTask HandleFinishAction(MissionInfo info, int subMissionId)
{
var subMission = info.SubMissionList.Find(x => x.ID == subMissionId);
if (subMission == null) return;
foreach (var action in subMission.FinishActionList ?? []) await HandleFinishAction(action);
}
public async ValueTask HandleFinishAction(FinishActionInfo actionInfo)
{
ActionHandlers.TryGetValue(actionInfo.FinishActionType, out var handler);
if (handler != null)
await handler.OnHandle(actionInfo.FinishActionPara, actionInfo.FinishActionParaString, Player);
}
public async ValueTask HandleMissionReward(int mainMissionId)
{
GameData.MainMissionData.TryGetValue(mainMissionId, out var mainMission);
if (mainMission == null) return;
GameData.RewardDataData.TryGetValue(mainMission.RewardID, out var reward);
var itemList = new List<ItemData>();
foreach (var item in reward?.GetItems() ?? [])
{
GameData.ItemConfigData.TryGetValue(item.Item1, out var itemExcel);
var res = await Player.InventoryManager!.AddItem(item.Item1, item.Item2,
itemExcel?.ItemMainType == ItemMainTypeEnum.AvatarCard); // notify if avatar card
if (res != null) itemList.Add(res);
}
var hCoin = await Player.InventoryManager!.AddItem(1, reward?.Hcoin ?? 0, false);
if (hCoin != null) itemList.Add(hCoin);
foreach (var i in mainMission.SubRewardList)
{
GameData.RewardDataData.TryGetValue(i, out var rewardDataExcel);
var hCoin2 = await Player.InventoryManager!.AddItem(1, rewardDataExcel?.Hcoin ?? 0, false); // hcoin
if (hCoin2 != null) itemList.Add(hCoin2);
foreach (var item in rewardDataExcel?.GetItems() ?? []) // items
{
GameData.ItemConfigData.TryGetValue(item.Item1, out var itemExcel);
var res = await Player.InventoryManager!.AddItem(item.Item1, item.Item2,
itemExcel?.ItemMainType == ItemMainTypeEnum.AvatarCard); // notify if avatar card
if (res != null) itemList.Add(res);
}
}
if (itemList.Count > 0)
await Player.SendPacket(new PacketMissionRewardScNotify(mainMissionId, 0, itemList));
}
public async ValueTask HandleSubMissionReward(int subMissionId)
{
GameData.SubMissionData.TryGetValue(subMissionId, out var subMission);
if (subMission == null) return;
GameData.RewardDataData.TryGetValue(subMission.SubMissionInfo?.SubRewardID ?? 0, out var reward);
var itemList = new List<ItemData>();
foreach (var item in reward?.GetItems() ?? [])
{
GameData.ItemConfigData.TryGetValue(item.Item1, out var itemExcel);
var res = await Player.InventoryManager!.AddItem(item.Item1, item.Item2,
itemExcel?.ItemMainType == ItemMainTypeEnum.AvatarCard); // notify if avatar card
if (res != null) itemList.Add(res);
}
await Player.SendPacket(new PacketSubMissionRewardScNotify(subMissionId, itemList));
}
public async ValueTask HandleFinishType(MissionFinishTypeEnum finishType, object? arg = null, bool pushQuest = true)
{
FinishTypeHandlers.TryGetValue(finishType, out var handler);
foreach (var mission in GetRunningSubMissionList())
if (mission.FinishType == finishType)
if (handler != null)
await handler.HandleMissionFinishType(Player, mission, arg);
foreach (var quest in Player.QuestManager?.GetRunningQuest() ?? [])
{
var excel = GameData.QuestDataData[quest.QuestId];
var finishWay = GameData.FinishWayData.GetValueOrDefault(excel.FinishWayID);
if (finishWay == null) continue;
if (finishWay.FinishType == finishType)
if (handler != null)
await handler.HandleQuestFinishType(Player, excel, finishWay, arg);
}
if (pushQuest)
await Player.QuestManager!.SyncQuest();
}
public async ValueTask HandleAllFinishType(object? arg = null)
{
foreach (var handler in FinishTypeHandlers) await HandleFinishType(handler.Key, arg, false);
await Player.QuestManager!.SyncQuest();
}
public async ValueTask HandleTalkStr(string talkString)
{
if (!ConfigManager.Config.ServerOption.EnableMission) return;
foreach (var mission in GetRunningSubMissionList())
if (mission.FinishType == MissionFinishTypeEnum.Talk)
if (mission.ParamStr1 == talkString)
await FinishSubMission(mission.ID);
foreach (var quest in Player.QuestManager?.GetRunningQuest() ?? [])
{
var excel = GameData.QuestDataData[quest.QuestId];
var finishWay = GameData.FinishWayData.GetValueOrDefault(excel.FinishWayID);
if (finishWay == null) continue;
if (finishWay.FinishType == MissionFinishTypeEnum.Talk)
if (finishWay.ParamStr1 == talkString)
await Player.QuestManager!.FinishQuest(quest.QuestId);
}
}
public async ValueTask HandleCustomValue(List<MissionCustomValue> values, int missionId)
{
if (!ConfigManager.Config.ServerOption.EnableMission) return;
GameData.SubMissionData.TryGetValue(missionId, out var subMission);
if (subMission == null) return;
var mainMissionId = subMission.MainMissionID;
GameData.MainMissionData.TryGetValue(mainMissionId, out var mainMission);
if (mainMission == null) return;
foreach (var mission in mainMission?.MissionInfo?.SubMissionList ?? [])
if (mission.TakeType == SubMissionTakeTypeEnum.CustomValue)
{
var index = 0;
var accept = false;
List<List<int>> list = [mission.TakeParamIntList ?? []];
if (mission.TakeParamIntList?.Count > 5)
{
// every 3 as group
var group = mission.TakeParamIntList.Count / 3;
list = [];
for (var i = 0; i < group; i++)
{
var customValue = mission.TakeParamIntList.GetRange(i * 3, 3);
list.Add(customValue);
}
}
foreach (var customValues in list)
{
var thisAccept = true;
foreach (var customValue in customValues)
{
if (customValue == 0 && index == 0) continue; // skip 0
var valueInst = values.Find(x => x.Index == index);
if (valueInst == null) continue;
if (valueInst.CustomValue != customValue)
{
thisAccept = false;
break;
}
index++;
}
if (thisAccept) accept = true; // accept if any group is true
}
if (accept) await AcceptSubMission(mission.ID);
}
}
public async ValueTask AddMissionProgress(int missionId, int progress)
{
if (!ConfigManager.Config.ServerOption.EnableMission) return;
Data.SubMissionProgressDict.TryGetValue(missionId, out var currentProgress);
Data.SubMissionProgressDict[missionId] = currentProgress + progress;
GameData.SubMissionData.TryGetValue(missionId, out var subMission);
if (subMission == null) return;
if (currentProgress + progress >= (subMission.SubMissionInfo?.Progress ?? 1)) return;
var sync = new MissionSync();
sync.MissionList.Add(new Proto.Mission
{
Id = (uint)missionId,
Progress = (uint)(currentProgress + progress)
});
await Player.SendPacket(new PacketPlayerSyncScNotify(sync));
}
public async ValueTask SetMissionProgress(int missionId, int progress)
{
if (!ConfigManager.Config.ServerOption.EnableMission) return;
Data.SubMissionProgressDict[missionId] = progress;
GameData.SubMissionData.TryGetValue(missionId, out var subMission);
if (subMission == null) return;
if (progress >= (subMission.SubMissionInfo?.Progress ?? 1)) return;
var sync = new MissionSync();
sync.MissionList.Add(new Proto.Mission
{
Id = (uint)missionId,
Progress = (uint)progress
});
await Player.SendPacket(new PacketPlayerSyncScNotify(sync));
}
#endregion
#region Mission Status
public MissionPhaseEnum GetMainMissionStatus(int missionId)
{
if (!ConfigManager.Config.ServerOption.EnableMission) return MissionPhaseEnum.Finish;
return Data.GetMainMissionStatus(missionId);
}
public MissionPhaseEnum GetSubMissionStatus(int missionId)
{
if (!ConfigManager.Config.ServerOption.EnableMission) return MissionPhaseEnum.Finish;
return Data.GetSubMissionStatus(missionId);
}
public SubMissionInfo? GetSubMissionInfo(int missionId)
{
GameData.SubMissionData.TryGetValue(missionId, out var subMission);
if (subMission == null) return null;
return subMission.SubMissionInfo;
}
public List<int> GetRunningSubMissionIdList()
{
if (!ConfigManager.Config.ServerOption.EnableMission) return [];
var list = new List<int>();
list.AddRange(Data.RunningSubMissionIds);
return list;
}
public List<SubMissionInfo> GetRunningSubMissionList()
{
if (!ConfigManager.Config.ServerOption.EnableMission) return [];
var list = new List<SubMissionInfo>();
var ids = new List<int>();
ids.AddRange(Data.RunningSubMissionIds);
foreach (var id in ids)
{
GameData.SubMissionData.TryGetValue(id, out var mission);
if (mission != null && mission.SubMissionInfo != null) list.Add(mission.SubMissionInfo);
}
return list;
}
public int GetMissionProgress(int missionId)
{
GameData.SubMissionData.TryGetValue(missionId, out var subMission);
if (!ConfigManager.Config.ServerOption.EnableMission) return subMission?.SubMissionInfo?.Progress ?? 0;
Data.SubMissionProgressDict.TryGetValue(missionId, out var progress);
return progress;
}
#endregion
#region Handlers
public async ValueTask OnBattleFinish(PVEBattleResultCsReq req, BattleInstance instance)
{
foreach (var mission in GetRunningSubMissionIdList())
{
var subMission = GetSubMissionInfo(mission);
if (subMission != null && subMission.FinishType == MissionFinishTypeEnum.StageWin &&
req.EndStatus == BattleEndStatus.BattleEndWin) // TODO: Move to handler
if (req.StageId.ToString().StartsWith(subMission.ParamInt1.ToString()))
{
await FinishSubMission(mission);
instance.EventId = 0;
}
}
await HandleAllFinishType(instance);
}
public async ValueTask OnPlayerInteractWithProp()
{
foreach (var id in GetRunningSubMissionIdList())
if (GetSubMissionInfo(id)?.FinishType == MissionFinishTypeEnum.PropState)
{
FinishTypeHandlers.TryGetValue(MissionFinishTypeEnum.PropState, out var handler);
if (handler != null) await handler.HandleMissionFinishType(Player, GetSubMissionInfo(id)!, null);
}
}
public async ValueTask OnPlayerChangeScene()
{
foreach (var id in GetRunningSubMissionIdList())
{
var info = GetSubMissionInfo(id);
if (info == null) continue;
if (info.LevelFloorID == Player.SceneInstance?.FloorId)
{
if (info.GroupIDList == null) continue;
foreach (var group in info.GroupIDList)
await Player.SceneInstance.EntityLoader!.LoadGroup(group, false);
}
}
}
public void OnLoadScene(SceneInfo info)
{
foreach (var mainMission in GameData.MainMissionData.Values)
{
foreach (var subMission in mainMission.MissionInfo?.SubMissionList ?? [])
if (subMission.LevelFloorID == info.FloorId)
info.SceneMissionInfo.SubMissionStatusList.Add(new Proto.Mission
{
Id = (uint)subMission.ID,
Status = GetSubMissionStatus(subMission.ID).ToProto(),
Progress = (uint)GetMissionProgress(subMission.ID)
});
foreach (var subMission in mainMission.MissionInfo?.SubMissionList ?? [])
if (subMission.LevelFloorID == info.FloorId)
{
if (GetMainMissionStatus(mainMission.MainMissionID) == MissionPhaseEnum.Finish)
info.SceneMissionInfo.FinishedMainMissionIdList.Add((uint)mainMission.MainMissionID);
else if (GetMainMissionStatus(mainMission.MainMissionID) == MissionPhaseEnum.Accept)
info.SceneMissionInfo.UnfinishedMainMissionIdList.Add((uint)mainMission.MainMissionID);
break; // only one
}
}
}
#endregion
}