feat: optional property rent

Off unless property_rent_enabled is on. Each property world's rent comes from its PropertyTemplate
row (minimumPrice every rentDuration x durationType; Block Yard is free), unless the new Property
Rent dashboard page sets another price or period (property_rent_manage). Rent is taken from the
owner's coins shortly after their character loads, with a mail receipt; unpaid rent is mailed and,
after property_rent_grace_days, makes the property private until it is paid, like live. The
property management component refuses public or best friends privacy while rent is overdue and a
property world that loads overdue makes itself private. Property game messages are unchanged.

Fixes #943

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Aaron Kimbrell
2026-09-26 23:29:57 -05:00
parent b2403b09ea
commit 680615ba9f
31 changed files with 784 additions and 3 deletions

View File

@@ -57,6 +57,11 @@ namespace HotPropertySlots {
uint32_t id{};
uint32_t mapId{};
std::string spawnName;
// Rent (PropertyRent.h) and reputation (PropertyReputation.h) of the template
int64_t minimumPrice{};
int32_t rentDuration{};
int32_t durationType{};
int32_t reputationPerMinute{};
};
struct EntranceRow { // PropertyEntranceComponent
@@ -112,6 +117,24 @@ namespace HotPropertySlots {
return worlds;
}
/**
* The PropertyTemplate row a property world uses: the lowest id among its rows a property entrance leads to (as
* PropertyWorlds), or its lowest id row when no entrance leads there. nullptr when the map has no row.
*/
inline const TemplateRow* WorldTemplate(const std::vector<TemplateRow>& templates, const std::vector<EntranceRow>& entrances, uint32_t mapId) {
const TemplateRow* entered = nullptr;
const TemplateRow* any = nullptr;
for (const auto& row : templates) {
if (row.mapId != mapId) continue;
if (!any || row.id < any->id) any = &row;
const bool isEntered = std::any_of(entrances.begin(), entrances.end(), [&](const EntranceRow& entrance) {
return entrance.mapId == row.mapId && entrance.propertyName == row.spawnName;
});
if (isEntered && (!entered || row.id < entered->id)) entered = &row;
}
return entered ? entered : any;
}
// A slot's location as stored (0: none) if it is still a property world, else the slot's own world
inline uint32_t Location(uint32_t stored, const Slot& slot, const std::vector<uint32_t>& worlds) {
return stored != 0 && std::find(worlds.begin(), worlds.end(), stored) != worlds.end() ? stored : slot.mapId;