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Implement basic quest condition handling
Quests that require talking to npcs now work.
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package emu.grasscutter.game.quest.content;
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import emu.grasscutter.data.custom.QuestConfigData.QuestCondition;
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import emu.grasscutter.game.quest.QuestValue;
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import emu.grasscutter.game.quest.GameQuest;
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import emu.grasscutter.game.quest.enums.QuestTriggerType;
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import emu.grasscutter.game.quest.handlers.QuestBaseHandler;
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@QuestValue(QuestTriggerType.QUEST_CONTENT_NONE)
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public class BaseContent extends QuestBaseHandler {
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@Override
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public boolean execute(GameQuest quest, QuestCondition condition, int... params) {
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// TODO Auto-generated method stub
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return false;
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}
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}
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@@ -0,0 +1,17 @@
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package emu.grasscutter.game.quest.content;
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import emu.grasscutter.data.custom.QuestConfigData.QuestCondition;
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import emu.grasscutter.game.quest.QuestValue;
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import emu.grasscutter.game.quest.GameQuest;
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import emu.grasscutter.game.quest.enums.QuestTriggerType;
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import emu.grasscutter.game.quest.handlers.QuestBaseHandler;
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@QuestValue(QuestTriggerType.QUEST_CONTENT_COMPLETE_TALK)
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public class ContentCompleteTalk extends QuestBaseHandler {
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@Override
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public boolean execute(GameQuest quest, QuestCondition condition, int... params) {
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return condition.getParam()[0] == params[0];
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}
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}
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