fix(quickbuild): take precondition items when the build starts, give them back on cancel

A quickbuild's HasItem preconditions took their items only when the build
completed and never gave them back. Live took them when the build started
and gave them back when it was cancelled: the FV Stone Warrior pedestal
(LOT 8551, precondition 99: 5 of LOT 6194) took the items at Building 5
times and added them back with the loot source Quickbuild on each of the 3
cancels in the live captures.

Preconditions now report their item costs instead of removing items while
checking. A quickbuild takes them at the start, gives them back on cancel
or a reset during the build, keeps them on completion, and gives them back
when the builder leaves the world mid-build.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Aaron Kimbrell
2026-09-29 12:54:34 -05:00
parent 47814f1f74
commit b8a7ac897d
8 changed files with 180 additions and 34 deletions

View File

@@ -11,6 +11,7 @@
#include "Logger.h"
#include "CharacterComponent.h"
#include "MissionComponent.h"
#include "InventoryComponent.h"
#include "eMissionTaskType.h"
#include "eTriggerEventType.h"
#include "eQuickBuildFailReason.h"
@@ -427,6 +428,8 @@ void QuickBuildComponent::StartQuickBuild(Entity* const user) {
SetState(eQuickBuildState::BUILDING);
Game::entityManager->SerializeEntity(m_Parent);
TakeItemCosts(*user);
auto* movingPlatform = m_Parent->GetComponent<MovingPlatformComponent>();
if (movingPlatform != nullptr) {
movingPlatform->OnQuickBuildInitilized();
@@ -487,12 +490,9 @@ void QuickBuildComponent::CompleteQuickBuild(Entity* const user) {
Game::entityManager->SerializeEntity(m_Parent);
// Removes extra item requirements, isn't live accurate.
// In live, all items were removed at the start of the quickbuild, then returned if it was cancelled.
// TODO: fix?
if (m_Precondition != nullptr) {
m_Precondition->Check(user, true);
}
// The items taken when the build started are used up
m_TakenItems.clear();
m_TakenItemsFrom = LWOOBJID_EMPTY;
DespawnActivator();
@@ -575,6 +575,8 @@ void QuickBuildComponent::ResetQuickBuild(const bool failed) {
notifyState.player = LWOOBJID_EMPTY;
notifyState.Send(UNASSIGNED_SYSTEM_ADDRESS);
RefundItemCosts();
SetState(eQuickBuildState::RESETTING);
SetTimer(0.0f);
SetIncompleteTimer(0.0f);
@@ -626,6 +628,8 @@ void QuickBuildComponent::CancelQuickBuild(Entity* const entity, const eQuickBui
// Now update the component itself
SetState(eQuickBuildState::INCOMPLETE);
RefundItemCosts();
// Notify scripts and possible subscribers
m_Parent->GetScript()->OnQuickBuildNotifyState(m_Parent, m_State);
for (const auto& cb : m_QuickBuildStateCallbacks)
@@ -643,6 +647,45 @@ void QuickBuildComponent::CancelQuickBuild(Entity* const entity, const eQuickBui
}
}
void QuickBuildComponent::CancelBuildsBy(Entity& player) {
for (auto* const entity : Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::QUICK_BUILD)) {
auto* const quickBuild = entity->GetComponent<QuickBuildComponent>();
if (quickBuild && quickBuild->m_State == eQuickBuildState::BUILDING && quickBuild->m_Builder == player.GetObjectID()) {
quickBuild->CancelQuickBuild(&player, eQuickBuildFailReason::BUILD_ENDED, true);
}
}
}
void QuickBuildComponent::TakeItemCosts(Entity& user) {
RefundItemCosts();
if (!m_Precondition) return;
auto* const inventoryComponent = user.GetComponent<InventoryComponent>();
if (!inventoryComponent) return;
// Live took the precondition items (for example the FV Stone Warrior pedestal's 5 Maelstrom Infected Bricks)
// when the build started and gave them back when it was cancelled
for (const auto& cost : m_Precondition->GetItemCosts(&user)) {
if (inventoryComponent->RemoveItem(cost.lot, cost.count, eInventoryType::ALL)) m_TakenItems.push_back(cost);
}
if (!m_TakenItems.empty()) m_TakenItemsFrom = user.GetObjectID();
}
void QuickBuildComponent::RefundItemCosts() {
if (m_TakenItems.empty()) return;
auto* const taker = Game::entityManager->GetEntity(m_TakenItemsFrom);
auto* const inventoryComponent = taker ? taker->GetComponent<InventoryComponent>() : nullptr;
if (inventoryComponent) {
for (const auto& cost : m_TakenItems) inventoryComponent->AddItem(cost.lot, cost.count, eLootSourceType::QUICKBUILD);
} else {
LOG("Quickbuild %llu could not give back the items it took from %llu", m_Parent->GetObjectID(), m_TakenItemsFrom);
}
m_TakenItems.clear();
m_TakenItemsFrom = LWOOBJID_EMPTY;
}
void QuickBuildComponent::AddQuickBuildCompleteCallback(const std::function<void(Entity* user)>& callback) {
m_QuickBuildCompleteCallbacks.push_back(callback);
}