DarkflameServer/dGame/dComponents/PropertyVendorComponent.h
jadebenn 5225c86d65
chore: Misc. component cleanup (#1433)
* Misc component cleanup

* Update InventoryComponent.h

* Update MissionComponent.h

* Update PropertyManagementComponent.h

* Update PropertyVendorComponent.h

* Update SkillComponent.h

maximum pedantry B)

* SoundTriggerComponent.h braces gone

* Rename SoundTriggerComponent.h braces gone to SoundTriggerComponent.h

I was tired
2024-01-23 23:13:23 -06:00

38 lines
1.2 KiB
C++

#pragma once
#include "Entity.h"
#include "Component.h"
#include "eReplicaComponentType.h"
/**
* The property guard that stands on a property before it's claimed, allows entities to attempt claiming this property.
*/
class PropertyVendorComponent final : public Component {
public:
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::PROPERTY_VENDOR;
explicit PropertyVendorComponent(Entity* parent);
/**
* Handles a use event from some entity, if the property is cleared this allows the entity to claim it
* @param originator the entity that triggered this event
*/
void OnUse(Entity* originator) override;
/**
* Handles a property data query after the property has been claimed, sending information about the property to the
* triggering entity.
* @param originator the entity that triggered the event
* @param sysAddr the system address to send game message response to
*/
void OnQueryPropertyData(Entity* originator, const SystemAddress& sysAddr);
/**
* Claims the property
* @param originator the entity that attempted to claim the property
* @param confirmed unused
* @param lot unused
* @param count unused
*/
void OnBuyFromVendor(Entity* originator, bool confirmed, LOT lot, uint32_t count);
};