mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-09-05 14:58:27 +00:00
fix item exploits
Update VendorComponent.cpp Update Mail.cpp
This commit is contained in:
@@ -496,7 +496,7 @@ void Character::OnZoneLoad() {
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// Remove all GM items
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for (const auto lot : Inventory::GetAllGMItems()) {
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inventoryComponent->RemoveItem(lot, inventoryComponent->GetLotCount(lot));
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inventoryComponent->RemoveItem(lot, inventoryComponent->GetLotCount(lot), eInventoryType::ALL);
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}
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}
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@@ -12,7 +12,7 @@ void ConsumeItemBehavior::Handle(BehaviorContext* context, RakNet::BitStream& bi
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auto inventoryComponent = caster->GetComponent<InventoryComponent>();
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if (!inventoryComponent) return;
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if (inventoryComponent->RemoveItem(this->m_ConsumeLOT, this->m_NumToConsume, eInventoryType::INVALID, false, true)){
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if (inventoryComponent->RemoveItem(this->m_ConsumeLOT, this->m_NumToConsume, eInventoryType::ALL, false, true)){
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action_to_cast = m_ActionConsumed;
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}
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}
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@@ -64,12 +64,11 @@ void AchievementVendorComponent::Buy(Entity* buyer, LOT lot, uint32_t count) {
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}
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const uint32_t altCurrencyCost = itemComp.commendationCost * count;
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if (inventoryComponent->GetLotCount(costLOT) < altCurrencyCost) {
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if (inventoryComponent->GetLotCount(costLOT) < altCurrencyCost || !inventoryComponent->RemoveItem(costLOT, altCurrencyCost, eInventoryType::ALL)) {
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GameMessages::SendVendorTransactionResult(buyer, buyer->GetSystemAddress(), eVendorTransactionResult::PURCHASE_FAIL);
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return;
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}
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inventoryComponent->RemoveItem(costLOT, altCurrencyCost);
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inventoryComponent->AddItem(lot, count, eLootSourceType::VENDOR);
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GameMessages::SendVendorTransactionResult(buyer, buyer->GetSystemAddress(), eVendorTransactionResult::PURCHASE_SUCCESS);
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@@ -354,10 +354,7 @@ bool ActivityComponent::CheckCost(Entity* player) const {
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bool ActivityComponent::TakeCost(Entity* player) const {
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auto* inventoryComponent = player->GetComponent<InventoryComponent>();
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if (CheckCost(player)) {
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inventoryComponent->RemoveItem(m_ActivityInfo.optionalCostLOT, m_ActivityInfo.optionalCostCount);
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return true;
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} else return false;
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return CheckCost(player) && inventoryComponent->RemoveItem(m_ActivityInfo.optionalCostLOT, m_ActivityInfo.optionalCostCount, eInventoryType::ALL);
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}
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void ActivityComponent::PlayerReady(Entity* player, bool bReady) {
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@@ -180,7 +180,6 @@ void InventoryComponent::AddItem(
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const int32_t sourceType,
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const bool bound,
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int32_t preferredSlot) {
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LOG("AddItem %i %i %s %s", lot, count, StringifiedEnum::ToString(lootSourceType).data(), StringifiedEnum::ToString(inventoryType).data());
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if (count == 0) {
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LOG("Attempted to add 0 of item (%i) to the inventory!", lot);
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@@ -164,10 +164,17 @@ void VendorComponent::Buy(Entity* buyer, LOT lot, uint32_t count) {
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return;
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}
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}
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bool success = true;
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for (const auto& [crafintCurrencyLOT, crafintCurrencyCount]: craftingCurrencies) {
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inventoryComponent->RemoveItem(crafintCurrencyLOT, crafintCurrencyCount * count);
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success = inventoryComponent->RemoveItem(crafintCurrencyLOT, crafintCurrencyCount * count, eInventoryType::ALL);
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if (!success) break;
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}
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if (!success) {
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GameMessages::SendVendorTransactionResult(buyer, buyer->GetSystemAddress(), eVendorTransactionResult::PURCHASE_FAIL);
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return;
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}
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float buyScalar = GetBuyScalar();
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const auto coinCost = static_cast<uint32_t>(std::floor((itemComp.baseValue * buyScalar) * count));
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@@ -184,7 +191,7 @@ void VendorComponent::Buy(Entity* buyer, LOT lot, uint32_t count) {
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GameMessages::SendVendorTransactionResult(buyer, buyer->GetSystemAddress(), eVendorTransactionResult::PURCHASE_FAIL);
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return;
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}
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inventoryComponent->RemoveItem(itemComp.currencyLOT, altCurrencyCost);
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inventoryComponent->RemoveItem(itemComp.currencyLOT, altCurrencyCost, eInventoryType::ALL);
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}
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character->SetCoins(character->GetCoins() - (coinCost), eLootSourceType::VENDOR);
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@@ -4823,11 +4823,10 @@ void GameMessages::HandleBuybackFromVendor(RakNet::BitStream& inStream, Entity*
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if (Inventory::IsValidItem(itemComp.currencyLOT)) {
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const uint32_t altCurrencyCost = std::floor(itemComp.altCurrencyCost * sellScalar) * count;
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if (inv->GetLotCount(itemComp.currencyLOT) < altCurrencyCost) {
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if (inv->GetLotCount(itemComp.currencyLOT) < altCurrencyCost || !inv->RemoveItem(itemComp.currencyLOT, altCurrencyCost, eInventoryType::ALL)) {
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GameMessages::SendVendorTransactionResult(entity, sysAddr, eVendorTransactionResult::PURCHASE_FAIL);
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return;
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}
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inv->RemoveItem(itemComp.currencyLOT, altCurrencyCost);
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}
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//inv->RemoveItem(count, -1, iObjID);
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@@ -5508,10 +5507,18 @@ void GameMessages::HandleModularBuildFinish(RakNet::BitStream& inStream, Entity*
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modules += u"1:" + (modToStr);
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if (k + 1 != count) modules += u"+";
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bool hasItem = false;
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if (temp->GetLotCount(mod) > 0) {
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inv->RemoveItem(mod, 1, TEMP_MODELS);
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hasItem = inv->RemoveItem(mod, 1, TEMP_MODELS);
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} else {
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inv->RemoveItem(mod, 1);
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hasItem = inv->RemoveItem(mod, 1, eInventoryType::ALL);
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}
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if (!hasItem) {
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LOG("Player (%llu) attempted to finish a modular build without having all the required parts.", character->GetObjectID());
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GameMessages::SendFinishArrangingWithItem(character, entity->GetObjectID()); // kick them from modular build
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GameMessages::SendModularBuildEnd(character); // i dont know if this does anything but DLUv2 did it
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return;
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}
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// Doing this check for 1 singular mission that needs to know when you've swapped every part out during a car modular build.
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@@ -289,11 +289,10 @@ bool Item::Consume() {
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GameMessages::SendUseItemResult(inventory->GetComponent()->GetParent(), lot, success);
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if (success) {
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const auto myLot = this->lot;
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if (success && inventory->GetComponent()->RemoveItem(lot, 1, eInventoryType::ALL)) {
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// Save this because if this is the last item in the inventory
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// we may delete ourself (lol)
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const auto myLot = this->lot;
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inventory->GetComponent()->RemoveItem(lot, 1);
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auto* missionComponent = inventory->GetComponent()->GetParent()->GetComponent<MissionComponent>();
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if (missionComponent) missionComponent->Progress(eMissionTaskType::GATHER, myLot, LWOOBJID_EMPTY, "", -1);
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}
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@@ -106,7 +106,7 @@ namespace Mail {
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// Remove coins and items from the sender
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player->GetCharacter()->SetCoins(player->GetCharacter()->GetCoins() - mailCost, eLootSourceType::MAIL);
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if (inventoryComponent && hasAttachment && item) {
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removeSuccess = inventoryComponent->RemoveItem(mailInfo.itemLOT, mailInfo.itemCount, INVALID, true);
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removeSuccess = inventoryComponent->RemoveItem(mailInfo.itemLOT, mailInfo.itemCount, ALL, true);
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auto* missionComponent = player->GetComponent<MissionComponent>();
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if (missionComponent && removeSuccess) missionComponent->Progress(eMissionTaskType::GATHER, mailInfo.itemLOT, LWOOBJID_EMPTY, "", -mailInfo.itemCount);
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}
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@@ -130,9 +130,7 @@ bool Precondition::CheckValue(Entity* player, const uint32_t value, bool evaluat
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case PreconditionType::HasItem:
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if (evaluateCosts) // As far as I know this is only used for quickbuilds, and removal shouldn't actually be handled here.
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{
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inventoryComponent->RemoveItem(value, count);
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return true;
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return inventoryComponent->RemoveItem(value, count, eInventoryType::ALL);
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}
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return inventoryComponent->GetLotCount(value) >= count;
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@@ -24,6 +24,6 @@ void AgCagedBricksServer::OnUse(Entity* self, Entity* user) {
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auto inv = static_cast<InventoryComponent*>(user->GetComponent(eReplicaComponentType::INVENTORY));
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if (inv) {
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inv->RemoveItem(14553, 1);
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inv->RemoveItem(14553, 1, eInventoryType::ALL);
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}
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}
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@@ -22,7 +22,7 @@ void NpcCowboyServer::OnMissionDialogueOK(Entity* self, Entity* target, int miss
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inventoryComponent->AddItem(14378, 1, eLootSourceType::NONE);
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}
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} else if (missionState == eMissionState::READY_TO_COMPLETE || missionState == eMissionState::COMPLETE_READY_TO_COMPLETE) {
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inventoryComponent->RemoveItem(14378, 1);
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inventoryComponent->RemoveItem(14378, 1, eInventoryType::ALL);
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}
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// Next up hide or show the samples based on the mission state
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@@ -22,7 +22,7 @@ void NpcWispServer::OnMissionDialogueOK(Entity* self, Entity* target, int missio
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&& maelstromVacuum == nullptr) {
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inventory->AddItem(maelstromVacuumLot, 1, eLootSourceType::NONE);
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} else if (missionState == eMissionState::READY_TO_COMPLETE || missionState == eMissionState::COMPLETE_READY_TO_COMPLETE) {
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inventory->RemoveItem(maelstromVacuumLot, 1);
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inventory->RemoveItem(maelstromVacuumLot, 1, eInventoryType::ALL);
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}
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// Next up hide or show the samples based on the mission state
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@@ -31,7 +31,7 @@ void RemoveRentalGear::OnMissionDialogueOK(Entity* self, Entity* target, int mis
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auto* id = inv->FindItemByLot(item);
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if (id) {
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inv->UnEquipItem(id);
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inv->RemoveItem(id->GetLot(), id->GetCount());
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inv->RemoveItem(id->GetLot(), id->GetCount(), eInventoryType::ALL);
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}
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}
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@@ -74,13 +74,13 @@ void ImgBrickConsoleQB::OnUse(Entity* self, Entity* user) {
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if (missionComponent != nullptr && inventoryComponent != nullptr) {
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if (missionComponent->GetMissionState(1302) == eMissionState::ACTIVE) {
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inventoryComponent->RemoveItem(13074, 1);
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inventoryComponent->RemoveItem(13074, 1, eInventoryType::ALL);
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missionComponent->ForceProgressTaskType(1302, 1, 1);
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}
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if (missionComponent->GetMissionState(1926) == eMissionState::ACTIVE) {
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inventoryComponent->RemoveItem(14472, 1);
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inventoryComponent->RemoveItem(14472, 1, eInventoryType::ALL);
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missionComponent->ForceProgressTaskType(1926, 1, 1);
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}
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@@ -14,7 +14,7 @@ void TokenConsoleServer::OnUse(Entity* self, Entity* user) {
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//make sure the user has the required amount of infected bricks
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if (inv && inv->GetLotCount(6194) >= bricksToTake) {
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//yeet the bricks
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inv->RemoveItem(6194, bricksToTake);
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inv->RemoveItem(6194, bricksToTake, eInventoryType::ALL);
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//play sound
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if (self->HasVar(u"sound1")) {
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@@ -34,7 +34,7 @@ void NsTokenConsoleServer::OnUse(Entity* self, Entity* user) {
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return;
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}
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inventoryComponent->RemoveItem(6194, 25);
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inventoryComponent->RemoveItem(6194, 25, eInventoryType::ALL);
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const auto useSound = self->GetVar<std::string>(u"sound1");
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@@ -51,7 +51,7 @@ void NtCombatChallengeServer::OnMessageBoxResponse(Entity* self, Entity* sender,
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auto* inventoryComponent = sender->GetComponent<InventoryComponent>();
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if (inventoryComponent != nullptr) {
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inventoryComponent->RemoveItem(3039, 1);
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inventoryComponent->RemoveItem(3039, 1, eInventoryType::ALL);
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}
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GameMessages::SendPlayNDAudioEmitter(self, sender->GetSystemAddress(), startSound);
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@@ -34,7 +34,7 @@ void NtDukeServer::OnMissionDialogueOK(Entity* self, Entity* target, int mission
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if ((state == eMissionState::AVAILABLE || state == eMissionState::ACTIVE) && lotCount < 1) {
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inventoryComponent->AddItem(m_SwordLot, 1, eLootSourceType::NONE);
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} else if (state == eMissionState::READY_TO_COMPLETE) {
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inventoryComponent->RemoveItem(m_SwordLot, lotCount);
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inventoryComponent->RemoveItem(m_SwordLot, lotCount, eInventoryType::ALL);
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}
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}
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NtBcSubmitServer::OnMissionDialogueOK(self, target, missionID, missionState);
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@@ -8,7 +8,7 @@ void NtVandaServer::OnMissionDialogueOK(Entity* self, Entity* target, int missio
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if (missionID == m_AlienPartMissionID && missionState == eMissionState::READY_TO_COMPLETE) {
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auto* inventoryComponent = target->GetComponent<InventoryComponent>();
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for (const auto& alienPartLot : m_AlienPartLots) {
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inventoryComponent->RemoveItem(alienPartLot, 1);
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inventoryComponent->RemoveItem(alienPartLot, 1, eInventoryType::ALL);
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}
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}
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NtBcSubmitServer::OnMissionDialogueOK(self, target, missionID, missionState);
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@@ -20,7 +20,7 @@ void SpawnGryphonServer::OnUse(Entity* self, Entity* user) {
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// Little extra for handling the case of the egg being placed the first time
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if (missionComponent != nullptr && inventoryComponent != nullptr
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&& missionComponent->GetMissionState(1391) == eMissionState::ACTIVE) {
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inventoryComponent->RemoveItem(12483, inventoryComponent->GetLotCount(12483));
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inventoryComponent->RemoveItem(12483, inventoryComponent->GetLotCount(12483), eInventoryType::ALL);
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GameMessages::SendTerminateInteraction(user->GetObjectID(), eTerminateType::FROM_INTERACTION, self->GetObjectID());
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return;
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}
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@@ -39,7 +39,7 @@ void NjColeNPC::OnMissionDialogueOK(Entity* self, Entity* target, int missionID,
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}
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if (inventoryComponent->GetLotCount(14499) > 0) {
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inventoryComponent->RemoveItem(14499, 1);
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inventoryComponent->RemoveItem(14499, 1, eInventoryType::ALL);
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} else {
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return;
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}
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@@ -9,7 +9,7 @@ void NjScrollChestServer::OnUse(Entity* self, Entity* user) {
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if (playerInventory != nullptr && playerInventory->GetLotCount(keyLOT) == 1) {
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// Check for the key and remove
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playerInventory->RemoveItem(keyLOT, 1);
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playerInventory->RemoveItem(keyLOT, 1, eInventoryType::ALL);
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// Reward the player with the item set
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playerInventory->AddItem(rewardItemLOT, 1, eLootSourceType::NONE);
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@@ -14,7 +14,7 @@ void NPCAddRemoveItem::OnMissionDialogueOK(Entity* self, Entity* target, int mis
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if (itemSetting.add && (missionState == eMissionState::AVAILABLE || missionState == eMissionState::COMPLETE_AVAILABLE)) {
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inventory->AddItem(lot, 1, eLootSourceType::NONE);
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} else if (itemSetting.remove && (missionState == eMissionState::READY_TO_COMPLETE || missionState == eMissionState::COMPLETE_READY_TO_COMPLETE)) {
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inventory->RemoveItem(lot, 1);
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inventory->RemoveItem(lot, 1, eInventoryType::ALL);
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}
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}
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}
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@@ -24,7 +24,7 @@ void AgPropGuard::OnMissionDialogueOK(Entity* self, Entity* target, int missionI
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if (id) {
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inventoryComponent->UnEquipItem(id);
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inventoryComponent->RemoveItem(id->GetLot(), id->GetCount());
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inventoryComponent->RemoveItem(id->GetLot(), id->GetCount(), eInventoryType::ALL);
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}
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}
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} else if (
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