DarkflameServer/dGame/dComponents/VendorComponent.h

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#pragma once
#ifndef VENDORCOMPONENT_H
#define VENDORCOMPONENT_H
#include "CDClientManager.h"
#include "Component.h"
#include "Entity.h"
#include "GameMessages.h"
#include "RakNetTypes.h"
/**
* A component for vendor NPCs. A vendor sells items to the player.
*/
class VendorComponent : public Component {
public:
static const uint32_t ComponentType = COMPONENT_TYPE_VENDOR;
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VendorComponent(Entity* parent);
~VendorComponent() override;
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags);
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void OnUse(Entity* originator) override;
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/**
* Gets the buy scaler
* @return the buy scaler
*/
float GetBuyScalar() const;
/**
* Sets the buy scalar.
* @param value the new value.
*/
void SetBuyScalar(float value);
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/**
* Gets the buy scaler
* @return the buy scaler
*/
float GetSellScalar() const;
/**
* Sets the sell scalar.
* @param value the new value.
*/
void SetSellScalar(float value);
/**
* True if the NPC LOT is 13800, the only NPC with a crafting station.
*/
bool HasCraftingStation();
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/**
* Gets the list if items the vendor sells.
* @return the list of items.
*/
std::map<LOT, int>& GetInventory();
/**
* Refresh the inventory of this vendor.
*/
void RefreshInventory(bool isCreation = false);
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/**
* Called on startup of vendor to setup the variables for the component.
*/
void SetupConstants();
private:
/**
* The buy scalar.
*/
float m_BuyScalar;
/**
* The sell scalar.
*/
float m_SellScalar;
/**
* The refresh time of this vendors' inventory.
*/
float m_RefreshTimeSeconds;
/**
* Loot matrix id of this vendor.
*/
uint32_t m_LootMatrixID;
/**
* The list of items the vendor sells.
*/
std::map<LOT, int> m_Inventory;
};
#endif // VENDORCOMPONENT_H