DarkflameServer/dGame/dComponents/PropertyVendorComponent.h
Aaron Kimbrell e524b86e12
breakout the component types into a scoped enum (#1002)
* breakout the component types into a scoped enum

tested that things are the same as they were before

* fix missed rename

* fix brick-by-brick name to be crafting
because that's what it is
2023-03-04 01:16:37 -06:00

39 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 : public Component
{
public:
static const 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);
};