fix: commendation vendor cant accept missions (#1497)

* fix: incorrect serialization for commendation

* Update VendorComponent.h
This commit is contained in:
David Markowitz 2024-03-06 17:50:21 -08:00 committed by GitHub
parent fcb89b3c7a
commit fe4b29f643
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GPG Key ID: B5690EEEBB952194
3 changed files with 17 additions and 6 deletions

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@ -9,11 +9,15 @@
#include "UserManager.h"
#include "CDMissionsTable.h"
AchievementVendorComponent::AchievementVendorComponent(Entity* parent) : VendorComponent(parent) {
RefreshInventory(true);
};
bool AchievementVendorComponent::SellsItem(Entity* buyer, const LOT lot) {
auto* missionComponent = buyer->GetComponent<MissionComponent>();
if (!missionComponent) return false;
if (m_PlayerPurchasableItems[buyer->GetObjectID()].contains(lot)){
if (m_PlayerPurchasableItems[buyer->GetObjectID()].contains(lot)) {
return true;
}
@ -35,7 +39,7 @@ void AchievementVendorComponent::Buy(Entity* buyer, LOT lot, uint32_t count) {
int itemCompID = compRegistryTable->GetByIDAndType(lot, eReplicaComponentType::ITEM);
CDItemComponent itemComp = itemComponentTable->GetItemComponentByID(itemCompID);
uint32_t costLOT = itemComp.commendationLOT;
if (costLOT == -1 || !SellsItem(buyer, 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());
@ -44,7 +48,7 @@ void AchievementVendorComponent::Buy(Entity* buyer, LOT lot, uint32_t count) {
}
auto* inventoryComponent = buyer->GetComponent<InventoryComponent>();
if (!inventoryComponent) {
if (!inventoryComponent) {
GameMessages::SendVendorTransactionResult(buyer, buyer->GetSystemAddress(), eVendorTransactionResult::PURCHASE_FAIL);
return;
}
@ -69,4 +73,9 @@ void AchievementVendorComponent::Buy(Entity* buyer, LOT lot, uint32_t count) {
inventoryComponent->AddItem(lot, count, eLootSourceType::VENDOR);
GameMessages::SendVendorTransactionResult(buyer, buyer->GetSystemAddress(), eVendorTransactionResult::PURCHASE_SUCCESS);
}
}
void AchievementVendorComponent::RefreshInventory(bool isCreation) {
SetHasStandardCostItems(true);
Game::entityManager->SerializeEntity(m_Parent);
}

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@ -11,7 +11,9 @@ class Entity;
class AchievementVendorComponent final : public VendorComponent {
public:
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::ACHIEVEMENT_VENDOR;
AchievementVendorComponent(Entity* parent) : VendorComponent(parent) {};
AchievementVendorComponent(Entity* parent);
void RefreshInventory(bool isCreation = false) override;
bool SellsItem(Entity* buyer, const LOT lot);
void Buy(Entity* buyer, LOT lot, uint32_t count);

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@ -26,7 +26,7 @@ public:
void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override;
void OnUse(Entity* originator) override;
void RefreshInventory(bool isCreation = false);
virtual void RefreshInventory(bool isCreation = false);
void SetupConstants();
bool SellsItem(const LOT item) const;
float GetBuyScalar() const { return m_BuyScalar; }