2021-12-05 17:54:36 +00:00
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#pragma once
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#include "Entity.h"
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#include "Component.h"
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2023-03-04 07:16:37 +00:00
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#include "eReplicaComponentType.h"
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2021-12-05 17:54:36 +00:00
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/**
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* The property guard that stands on a property before it's claimed, allows entities to attempt claiming this property.
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*/
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class PropertyVendorComponent : public Component
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{
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public:
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2023-10-23 01:08:49 +00:00
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::PROPERTY_VENDOR;
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2021-12-05 17:54:36 +00:00
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explicit PropertyVendorComponent(Entity* parent);
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/**
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* Handles a use event from some entity, if the property is cleared this allows the entity to claim it
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* @param originator the entity that triggered this event
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*/
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void OnUse(Entity* originator) override;
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/**
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* Handles a property data query after the property has been claimed, sending information about the property to the
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* triggering entity.
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* @param originator the entity that triggered the event
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* @param sysAddr the system address to send game message response to
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*/
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void OnQueryPropertyData(Entity* originator, const SystemAddress& sysAddr);
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/**
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* Claims the property
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* @param originator the entity that attempted to claim the property
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* @param confirmed unused
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* @param lot unused
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* @param count unused
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*/
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void OnBuyFromVendor(Entity* originator, bool confirmed, LOT lot, uint32_t count);
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};
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