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fix the wu man (#1743)
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347fc46f01
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@ -28,7 +28,8 @@ enum eInventoryType : uint32_t {
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DONATION,
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VAULT_MODELS,
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ITEM_SETS, //internal, technically this is BankBehaviors.
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INVALID // made up, for internal use!!!, Technically this called the ALL inventory.
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INVALID, // made up, for internal use!!!, Technically this called the ALL inventory.
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ALL, // Use this to search all inventories instead of a specific one.
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};
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class InventoryType {
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@ -150,11 +150,11 @@ uint32_t InventoryComponent::GetLotCount(const LOT lot) const {
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return count;
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}
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uint32_t InventoryComponent::GetLotCountNonTransfer(LOT lot) const {
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uint32_t InventoryComponent::GetLotCountNonTransfer(LOT lot, bool includeVault) const {
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uint32_t count = 0;
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for (const auto& inventory : m_Inventories) {
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if (IsTransferInventory(inventory.second->GetType())) continue;
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if (IsTransferInventory(inventory.second->GetType(), includeVault)) continue;
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count += inventory.second->GetLotCount(lot);
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}
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@ -305,21 +305,35 @@ bool InventoryComponent::RemoveItem(const LOT lot, const uint32_t count, eInvent
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LOG("Attempted to remove 0 of item (%i) from the inventory!", lot);
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return false;
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}
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if (inventoryType == INVALID) inventoryType = Inventory::FindInventoryTypeForLot(lot);
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auto* inventory = GetInventory(inventoryType);
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if (!inventory) return false;
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if (inventoryType != eInventoryType::ALL) {
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if (inventoryType == INVALID) inventoryType = Inventory::FindInventoryTypeForLot(lot);
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auto* inventory = GetInventory(inventoryType);
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if (!inventory) return false;
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auto left = std::min<uint32_t>(count, inventory->GetLotCount(lot));
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if (left != count) return false;
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auto left = std::min<uint32_t>(count, inventory->GetLotCount(lot));
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if (left != count) return false;
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while (left > 0) {
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auto* item = FindItemByLot(lot, inventoryType, false, ignoreBound);
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if (!item) break;
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const auto delta = std::min<uint32_t>(left, item->GetCount());
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item->SetCount(item->GetCount() - delta, silent);
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left -= delta;
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while (left > 0) {
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auto* item = FindItemByLot(lot, inventoryType, false, ignoreBound);
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if (!item) break;
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const auto delta = std::min<uint32_t>(left, item->GetCount());
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item->SetCount(item->GetCount() - delta, silent);
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left -= delta;
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}
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return true;
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} else {
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auto left = count;
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for (const auto& inventory : m_Inventories | std::views::values) {
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while (left > 0 && inventory->GetLotCount(lot) > 0) {
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auto* item = inventory->FindItemByLot(lot, false, ignoreBound);
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if (!item) break;
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const auto delta = std::min<uint32_t>(item->GetCount(), left);
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item->SetCount(item->GetCount() - delta, silent);
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left -= delta;
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}
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}
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return left == 0;
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}
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return true;
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}
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void InventoryComponent::MoveItemToInventory(Item* item, const eInventoryType inventory, const uint32_t count, const bool showFlyingLot, bool isModMoveAndEquip, const bool ignoreEquipped, const int32_t preferredSlot) {
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@ -1318,8 +1332,8 @@ BehaviorSlot InventoryComponent::FindBehaviorSlot(const eItemType type) {
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}
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}
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bool InventoryComponent::IsTransferInventory(eInventoryType type) {
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return type == VENDOR_BUYBACK || type == VAULT_ITEMS || type == VAULT_MODELS || type == TEMP_ITEMS || type == TEMP_MODELS || type == MODELS_IN_BBB;
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bool InventoryComponent::IsTransferInventory(eInventoryType type, bool includeVault) {
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return type == VENDOR_BUYBACK || (includeVault && (type == VAULT_ITEMS || type == VAULT_MODELS)) || type == TEMP_ITEMS || type == TEMP_MODELS || type == MODELS_IN_BBB;
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}
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uint32_t InventoryComponent::FindSkill(const LOT lot) {
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@ -100,7 +100,7 @@ public:
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* @param lot the lot to search for
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* @return the amount of items this entity possesses of the specified lot
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*/
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uint32_t GetLotCountNonTransfer(LOT lot) const;
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uint32_t GetLotCountNonTransfer(LOT lot, bool includeVault = true) const;
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/**
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* Returns the items that are currently equipped by this entity
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@ -373,7 +373,7 @@ public:
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* @param type the inventory type to check
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* @return if the inventory type is a temp inventory
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*/
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static bool IsTransferInventory(eInventoryType type);
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static bool IsTransferInventory(eInventoryType type, bool includeVault = true);
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/**
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* Finds the skill related to the passed LOT from the ObjectSkills table
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@ -8,16 +8,11 @@ void AmTeapotServer::OnUse(Entity* self, Entity* user) {
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auto* inventoryComponent = user->GetComponent<InventoryComponent>();
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if (!inventoryComponent) return;
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auto* blueFlowerItem = inventoryComponent->FindItemByLot(BLUE_FLOWER_LEAVES, eInventoryType::ITEMS);
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if (!blueFlowerItem) {
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blueFlowerItem = inventoryComponent->FindItemByLot(BLUE_FLOWER_LEAVES, eInventoryType::VAULT_ITEMS);
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if (!blueFlowerItem) return;
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}
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// The client allows you to use the teapot only if you have a stack of 10 leaves in some inventory somewhere.
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if (blueFlowerItem->GetCount() >= 10) {
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blueFlowerItem->SetCount(blueFlowerItem->GetCount() - 10);
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if (inventoryComponent->GetLotCountNonTransfer(BLUE_FLOWER_LEAVES, false) >= 10) {
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inventoryComponent->RemoveItem(BLUE_FLOWER_LEAVES, 10, eInventoryType::ALL);
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inventoryComponent->AddItem(WU_S_IMAGINATION_TEA, 1);
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}
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GameMessages::SendTerminateInteraction(user->GetObjectID(), eTerminateType::FROM_INTERACTION, self->GetObjectID());
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}
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