refactor: Vendor inventory loading (#1163)

* refactor: Vendor inventory loading
Implement proper delta compression
dynamically determine multicostitems and standard cost items
Quatantine max's custom code

* address feedback

* fix newline

* oops

* remove header

* fix default and const for

* he said make it a reference too, not just const
This commit is contained in:
Aaron Kimbrell
2023-08-03 05:51:52 -05:00
committed by GitHub
parent 0d48cfe8c0
commit c2b4aa4026
5 changed files with 142 additions and 165 deletions

View File

@@ -9,91 +9,54 @@
#include "RakNetTypes.h"
#include "eReplicaComponentType.h"
/**
* A component for vendor NPCs. A vendor sells items to the player.
*/
struct SoldItem {
SoldItem(const LOT lot, const int32_t sortPriority) {
this->lot = lot;
this->sortPriority = sortPriority;
};
LOT lot = 0;
int32_t sortPriority = 0;
};
class VendorComponent : public Component {
public:
static const eReplicaComponentType ComponentType = eReplicaComponentType::VENDOR;
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::VENDOR;
VendorComponent(Entity* parent);
~VendorComponent() override;
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags);
void OnUse(Entity* originator) override;
/**
* Gets the buy scaler
* @return the buy scaler
*/
float GetBuyScalar() const;
/**
* Sets the buy scalar.
* @param value the new value.
*/
void SetBuyScalar(float value);
/**
* 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();
/**
* 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);
/**
* Called on startup of vendor to setup the variables for the component.
*/
void SetupConstants();
bool SellsItem(const LOT item) const;
float GetBuyScalar() const { return m_BuyScalar; }
float GetSellScalar() const { return m_SellScalar; }
void SetBuyScalar(const float value) { m_BuyScalar = value; }
void SetSellScalar(const float value) { m_SellScalar = value; }
const std::vector<SoldItem>& GetInventory() { return m_Inventory; }
void SetHasMultiCostItems(const bool hasMultiCostItems) {
if (m_HasMultiCostItems == hasMultiCostItems) return;
m_HasMultiCostItems = hasMultiCostItems;
m_DirtyVendor = true;
}
void SetHasStandardCostItems(const bool hasStandardCostItems) {
if (m_HasStandardCostItems == hasStandardCostItems) return;
m_HasStandardCostItems = hasStandardCostItems;
m_DirtyVendor = true;
}
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;
void SetupMaxCustomVendor();
void HandleMrReeCameras();
float m_BuyScalar = 0.0f;
float m_SellScalar = 0.0f;
float m_RefreshTimeSeconds = 0.0f;
uint32_t m_LootMatrixID = 0;
std::vector<SoldItem> m_Inventory;
bool m_DirtyVendor = false;
bool m_HasStandardCostItems = false;
bool m_HasMultiCostItems = false;
};
#endif // VENDORCOMPONENT_H