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https://github.com/DarkflameUniverse/DarkflameServer.git
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111 lines
4.2 KiB
C++
111 lines
4.2 KiB
C++
#include "DonationVendorComponent.h"
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#include "Database.h"
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#include "CharacterComponent.h"
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#include "EconomyLedger.h"
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#include "eInventoryType.h"
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#include "eMissionTaskType.h"
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#include "EntityManager.h"
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#include "Game.h"
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#include "InventoryComponent.h"
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#include "Item.h"
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#include "LeaderboardManager.h"
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#include "Logger.h"
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#include "MissionComponent.h"
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#include "User.h"
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#include "UserManager.h"
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DonationVendorComponent::DonationVendorComponent(Entity* parent, const int32_t componentID) : VendorComponent(parent, componentID) {
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}
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// The level config: the donation goal and activity, and the total donated so far
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void DonationVendorComponent::LoadConfigData() {
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m_PercentComplete = 0.0;
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m_TotalDonated = 0;
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m_TotalRemaining = 0;
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// custom attribute to calculate other values
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m_Goal = m_Parent->GetVar<int32_t>(u"donationGoal");
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if (m_Goal == 0) m_Goal = INT32_MAX;
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// Default to the nexus tower jawbox activity and setup settings
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m_ActivityId = m_Parent->GetVar<uint32_t>(u"activityID");
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if ((m_ActivityId == 0) || (m_ActivityId == 117)) {
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m_ActivityId = 117;
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m_PercentComplete = 1.0;
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m_TotalDonated = INT32_MAX;
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m_TotalRemaining = 0;
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m_Goal = INT32_MAX;
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return;
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}
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auto donationTotal = Database::Get()->GetDonationTotal(m_ActivityId);
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if (donationTotal) m_TotalDonated = donationTotal.value();
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m_TotalRemaining = m_Goal - m_TotalDonated;
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m_PercentComplete = m_TotalDonated/static_cast<float>(m_Goal);
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}
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void DonationVendorComponent::SubmitDonation(uint32_t count) {
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if (count <= 0 && ((m_TotalDonated + count) > 0)) return;
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m_TotalDonated += count;
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m_TotalRemaining = m_Goal - m_TotalDonated;
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m_PercentComplete = m_TotalDonated/static_cast<float>(m_Goal);
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m_DirtyDonationVendor = true;
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}
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void DonationVendorComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
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VendorComponent::Serialize(outBitStream, bIsInitialUpdate);
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outBitStream.Write(bIsInitialUpdate || m_DirtyDonationVendor);
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if (bIsInitialUpdate || m_DirtyDonationVendor) {
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outBitStream.Write(m_PercentComplete);
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outBitStream.Write(m_TotalDonated);
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outBitStream.Write(m_TotalRemaining);
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if (!bIsInitialUpdate) m_DirtyDonationVendor = false;
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}
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}
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void DonationVendorComponent::AddDonationItem(const SystemAddress& sysAddr, LWOOBJID itemObjID, uint32_t count) {
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if (GetActivityID() == 0) {
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LOG("WARNING: Trying to dontate to a vendor with no activity");
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return;
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}
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User* user = UserManager::Instance()->GetUser(sysAddr);
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if (!user) return;
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Entity* player = Game::entityManager->GetEntity(user->GetLoggedInChar());
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if (!player) return;
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auto* characterComponent = player->GetComponent<CharacterComponent>();
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if (!characterComponent) return;
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auto* inventoryComponent = player->GetComponent<InventoryComponent>();
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if (!inventoryComponent) return;
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Item* item = inventoryComponent->FindItemById(itemObjID);
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if (!item) return;
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if (item->GetCount() < count) return;
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characterComponent->SetCurrentInteracting(m_Parent->GetObjectID());
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inventoryComponent->MoveItemToInventory(item, eInventoryType::DONATION, count, true, false, true);
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}
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void DonationVendorComponent::ConfirmDonation(Entity& player) {
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const auto [inventoryComponent, missionComponent, characterComponent] = player.GetComponentsMut<InventoryComponent, MissionComponent, CharacterComponent>();
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if (!inventoryComponent || !missionComponent || !characterComponent || !characterComponent->GetCurrentInteracting()) return;
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if (GetActivityID() == 0) {
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LOG("WARNING: Trying to dontate to a vendor with no activity");
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return;
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}
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auto* inventory = inventoryComponent->GetInventory(eInventoryType::DONATION);
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if (!inventory) return;
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auto items = inventory->GetItems();
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if (!items.empty()) {
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uint32_t count = 0;
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for (auto& [itemID, item] : items) {
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count += item->GetCount();
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EconomyLedger::RecordItemsUnsuppressed(&player, item->GetLot(), -static_cast<int64_t>(item->GetCount()), EconomyLedger::DONATION_SOURCE);
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item->RemoveFromInventory();
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}
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missionComponent->Progress(eMissionTaskType::DONATION, 0, LWOOBJID_EMPTY, "", count);
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LeaderboardManager::SaveScore(player.GetObjectID(), GetActivityID(), count);
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SubmitDonation(count);
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Game::entityManager->SerializeEntity(m_Parent);
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}
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characterComponent->SetCurrentInteracting(LWOOBJID_EMPTY);
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}
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