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107 lines
2.4 KiB
C++
107 lines
2.4 KiB
C++
#pragma once
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#ifndef VENDORCOMPONENT_H
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#define VENDORCOMPONENT_H
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#include <functional>
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#include "CDClientManager.h"
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#include "Component.h"
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#include "Entity.h"
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#include "GameMessages.h"
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#include "RakNetTypes.h"
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#include "eReplicaComponentType.h"
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struct SoldItem {
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SoldItem(const LOT lot, const int32_t sortPriority) {
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this->lot = lot;
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this->sortPriority = sortPriority;
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};
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LOT lot = 0;
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int32_t sortPriority = 0;
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};
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/**
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* A component for vendor NPCs. A vendor sells items to the player.
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*/
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class VendorComponent : public Component {
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public:
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::VENDOR;
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VendorComponent(Entity* parent);
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void Startup() override;
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void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags);
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void OnUse(Entity* originator) override;
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float GetBuyScalar() const { return m_BuyScalar; }
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float GetSellScalar() const { return m_SellScalar; }
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void SetBuyScalar(const float value) { m_BuyScalar = value; }
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void SetSellScalar(const float value) { m_SellScalar = value; }
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std::vector<SoldItem>& GetInventory() {
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return m_Inventory;
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}
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void SetHasMultiCostItems(const bool hasMultiCostItems) {
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if (m_HasMultiCostItems == hasMultiCostItems) return;
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m_HasMultiCostItems = hasMultiCostItems;
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m_DirtyVendor = true;
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}
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void SetHasStandardCostItems(const bool hasStandardCostItems) {
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if (m_HasStandardCostItems == hasStandardCostItems) return;
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m_HasStandardCostItems = hasStandardCostItems;
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m_DirtyVendor = true;
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}
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/**
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* Refresh the inventory of this vendor.
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*/
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void RefreshInventory(bool isCreation = false);
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/**
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* Called on startup of vendor to setup the variables for the component.
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*/
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void SetupConstants();
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bool SellsItem(const LOT item) const {
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return std::count_if(m_Inventory.begin(), m_Inventory.end(), [item](const SoldItem& lhs) {
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return lhs.lot == item;
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}) > 0;
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}
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private:
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/**
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* The buy scalar.
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*/
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float m_BuyScalar = 0.0f;
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/**
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* The sell scalar.
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*/
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float m_SellScalar = 0.0f;
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/**
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* The refresh time of this vendors' inventory.
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*/
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float m_RefreshTimeSeconds = 0.0f;
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/**
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* Loot matrix id of this vendor.
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*/
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uint32_t m_LootMatrixID = 0;
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/**
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* The list of items the vendor sells.
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*/
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std::vector<SoldItem> m_Inventory;
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bool m_DirtyVendor = false;
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bool m_HasStandardCostItems = false;
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bool m_HasMultiCostItems = false;
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};
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#endif // VENDORCOMPONENT_H
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