#pragma once #ifndef VENDORCOMPONENT_H #define VENDORCOMPONENT_H #include "CDClientManager.h" #include "Component.h" #include "Entity.h" #include "GameMessages.h" #include "RakNetTypes.h" #include "eReplicaComponentType.h" /** * A component for vendor NPCs. A vendor sells items to the player. */ class VendorComponent : public Component { public: 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& 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(); 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 m_Inventory; }; #endif // VENDORCOMPONENT_H