feat: achievement vendor and vendor feedback (#1461)

* Groundwork

* movie buying logic out of gm handler
make transaction result more useful

* Full implementation
Cleanup and fix some calls in gamemessages

* Load the component in the entity
Patch Auth

* new line at eof

* cache lookups

* remove sort

* fix includes
This commit is contained in:
Aaron Kimbrell
2024-02-25 01:47:05 -06:00
committed by GitHub
parent 1328850a8d
commit e729c7f846
13 changed files with 226 additions and 97 deletions

View File

@@ -8,6 +8,11 @@
#include "CDLootMatrixTable.h"
#include "CDLootTableTable.h"
#include "CDItemComponentTable.h"
#include "InventoryComponent.h"
#include "Character.h"
#include "eVendorTransactionResult.h"
#include "UserManager.h"
#include "CheatDetection.h"
VendorComponent::VendorComponent(Entity* parent) : Component(parent) {
m_HasStandardCostItems = false;
@@ -151,3 +156,60 @@ void VendorComponent::HandleMrReeCameras(){
m_Inventory.push_back(SoldItem(camera, 0));
}
}
void VendorComponent::Buy(Entity* buyer, LOT lot, uint32_t count) {
if (!SellsItem(lot)) {
auto* user = UserManager::Instance()->GetUser(buyer->GetSystemAddress());
CheatDetection::ReportCheat(user, buyer->GetSystemAddress(), "Attempted to buy item %i from achievement vendor %i that is not purchasable", lot, m_Parent->GetLOT());
GameMessages::SendVendorTransactionResult(buyer, buyer->GetSystemAddress(), eVendorTransactionResult::PURCHASE_FAIL);
return;
}
auto* inventoryComponent = buyer->GetComponent<InventoryComponent>();
if (!inventoryComponent) {
GameMessages::SendVendorTransactionResult(buyer, buyer->GetSystemAddress(), eVendorTransactionResult::PURCHASE_FAIL);
return;
}
CDComponentsRegistryTable* compRegistryTable = CDClientManager::GetTable<CDComponentsRegistryTable>();
CDItemComponentTable* itemComponentTable = CDClientManager::GetTable<CDItemComponentTable>();
int itemCompID = compRegistryTable->GetByIDAndType(lot, eReplicaComponentType::ITEM);
CDItemComponent itemComp = itemComponentTable->GetItemComponentByID(itemCompID);
// Extra currency that needs to be deducted in case of crafting
auto craftingCurrencies = CDItemComponentTable::ParseCraftingCurrencies(itemComp);
for (const auto& [crafintCurrencyLOT, crafintCurrencyCount]: craftingCurrencies) {
if (inventoryComponent->GetLotCount(crafintCurrencyLOT) < (crafintCurrencyCount * count)) {
GameMessages::SendVendorTransactionResult(buyer, buyer->GetSystemAddress(), eVendorTransactionResult::PURCHASE_FAIL);
return;
}
}
for (const auto& [crafintCurrencyLOT, crafintCurrencyCount]: craftingCurrencies) {
inventoryComponent->RemoveItem(crafintCurrencyLOT, crafintCurrencyCount * count);
}
float buyScalar = GetBuyScalar();
const auto coinCost = static_cast<uint32_t>(std::floor((itemComp.baseValue * buyScalar) * count));
Character* character = buyer->GetCharacter();
if (!character || character->GetCoins() < coinCost) {
GameMessages::SendVendorTransactionResult(buyer, buyer->GetSystemAddress(), eVendorTransactionResult::PURCHASE_FAIL);
return;
}
if (Inventory::IsValidItem(itemComp.currencyLOT)) {
const uint32_t altCurrencyCost = std::floor(itemComp.altCurrencyCost * buyScalar) * count;
if (inventoryComponent->GetLotCount(itemComp.currencyLOT) < altCurrencyCost) {
GameMessages::SendVendorTransactionResult(buyer, buyer->GetSystemAddress(), eVendorTransactionResult::PURCHASE_FAIL);
return;
}
inventoryComponent->RemoveItem(itemComp.currencyLOT, altCurrencyCost);
}
character->SetCoins(character->GetCoins() - (coinCost), eLootSourceType::VENDOR);
inventoryComponent->AddItem(lot, count, eLootSourceType::VENDOR);
GameMessages::SendVendorTransactionResult(buyer, buyer->GetSystemAddress(), eVendorTransactionResult::PURCHASE_SUCCESS);
}