#include "VendorComponent.h" #include #include "Game.h" #include "dServer.h" #include "CDComponentsRegistryTable.h" #include "CDVendorComponentTable.h" #include "CDLootMatrixTable.h" #include "CDLootTableTable.h" VendorComponent::VendorComponent(Entity* parent) : Component(parent) { SetupConstants(); RefreshInventory(true); } VendorComponent::~VendorComponent() = default; void VendorComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags) { outBitStream->Write1(); outBitStream->Write1(); // Has standard items (Required for vendors with missions.) outBitStream->Write1(); //outBitStream->Write(HasCraftingStation()); // Has multi use items } void VendorComponent::OnUse(Entity* originator) { GameMessages::SendVendorOpenWindow(m_Parent, originator->GetSystemAddress()); GameMessages::SendVendorStatusUpdate(m_Parent, originator->GetSystemAddress()); } float VendorComponent::GetBuyScalar() const { return m_BuyScalar; } float VendorComponent::GetSellScalar() const { return m_SellScalar; } void VendorComponent::SetBuyScalar(float value) { m_BuyScalar = value; } void VendorComponent::SetSellScalar(float value) { m_SellScalar = value; } std::map& VendorComponent::GetInventory() { return m_Inventory; } bool VendorComponent::HasCraftingStation() { // As far as we know, only Umami has a crafting station return m_Parent->GetLOT() == 13800; } void VendorComponent::RefreshInventory(bool isCreation) { //Custom code for Max vanity NPC if (m_Parent->GetLOT() == 9749 && Game::server->GetZoneID() == 1201) { if (!isCreation) return; m_Inventory.insert({ 11909, 0 }); //Top hat w frog m_Inventory.insert({ 7785, 0 }); //Flash bulb m_Inventory.insert({ 12764, 0 }); //Big fountain soda m_Inventory.insert({ 12241, 0 }); //Hot cocoa (from fb) return; } m_Inventory.clear(); auto* lootMatrixTable = CDClientManager::Instance().GetTable(); std::vector lootMatrices = lootMatrixTable->Query([=](CDLootMatrix entry) { return (entry.LootMatrixIndex == m_LootMatrixID); }); if (lootMatrices.empty()) return; // Done with lootMatrix table auto* lootTableTable = CDClientManager::Instance().GetTable(); for (const auto& lootMatrix : lootMatrices) { int lootTableID = lootMatrix.LootTableIndex; std::vector vendorItems = lootTableTable->Query([=](CDLootTable entry) { return (entry.LootTableIndex == lootTableID); }); if (lootMatrix.maxToDrop == 0 || lootMatrix.minToDrop == 0) { for (CDLootTable item : vendorItems) { m_Inventory.insert({ item.itemid, item.sortPriority }); } } else { auto randomCount = GeneralUtils::GenerateRandomNumber(lootMatrix.minToDrop, lootMatrix.maxToDrop); for (size_t i = 0; i < randomCount; i++) { if (vendorItems.empty()) break; auto randomItemIndex = GeneralUtils::GenerateRandomNumber(0, vendorItems.size() - 1); const auto& randomItem = vendorItems[randomItemIndex]; vendorItems.erase(vendorItems.begin() + randomItemIndex); m_Inventory.insert({ randomItem.itemid, randomItem.sortPriority }); } } } //Because I want a vendor to sell these cameras if (m_Parent->GetLOT() == 13569) { auto randomCamera = GeneralUtils::GenerateRandomNumber(0, 2); switch (randomCamera) { case 0: m_Inventory.insert({ 16253, 0 }); //Grungagroid break; case 1: m_Inventory.insert({ 16254, 0 }); //Hipstabrick break; case 2: m_Inventory.insert({ 16204, 0 }); //Megabrixel snapshot break; default: break; } } // Callback timer to refresh this inventory. m_Parent->AddCallbackTimer(m_RefreshTimeSeconds, [this]() { RefreshInventory(); }); GameMessages::SendVendorStatusUpdate(m_Parent, UNASSIGNED_SYSTEM_ADDRESS); } void VendorComponent::SetupConstants() { auto* compRegistryTable = CDClientManager::Instance().GetTable(); int componentID = compRegistryTable->GetByIDAndType(m_Parent->GetLOT(), eReplicaComponentType::VENDOR); auto* vendorComponentTable = CDClientManager::Instance().GetTable(); std::vector vendorComps = vendorComponentTable->Query([=](CDVendorComponent entry) { return (entry.id == componentID); }); if (vendorComps.empty()) return; m_BuyScalar = vendorComps[0].buyScalar; m_SellScalar = vendorComps[0].sellScalar; m_RefreshTimeSeconds = vendorComps[0].refreshTimeSeconds; m_LootMatrixID = vendorComps[0].LootMatrixIndex; } bool VendorComponent::SellsItem(const LOT item) const { return m_Inventory.find(item) != m_Inventory.end(); }