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Components no longer have a virtual OnUse; each component that reacts to a use registers a RequestUse handler, like the client's components. The entity runs the INTERACT trigger and the script, then delivers a RequestUseEvent (carrying the user) to the handlers. The mission choice of a multi-interact use goes only to the mission offer, as before. Switches keep a direct EnterIfResponding for touches and pets. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
87 lines
3.0 KiB
C++
87 lines
3.0 KiB
C++
#pragma once
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#ifndef VENDORCOMPONENT_H
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#define VENDORCOMPONENT_H
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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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enum class eVendorTransactionResult : uint32_t;
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class InventoryComponent;
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class Item;
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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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class VendorComponent : public Component {
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public:
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::VENDOR;
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VendorComponent(Entity* parent, const int32_t componentID);
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void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override;
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bool OnRequestUse(GameMessages::RequestUseEvent& event);
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virtual void RefreshInventory(bool isCreation = false);
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void SetupConstants();
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bool SellsItem(const LOT item) const;
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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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const std::vector<SoldItem>& GetInventory() { return m_Inventory; }
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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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void Buy(Entity* buyer, LOT lot, uint32_t count);
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// SellToVendor / BuybackFromVendor from player (sent from sysAddr), for the item with object ID itemObjID.
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void SellToVendor(Entity& player, const SystemAddress& sysAddr, LWOOBJID itemObjID, int32_t count);
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void BuybackFromVendor(Entity& player, const SystemAddress& sysAddr, LWOOBJID itemObjID, int32_t count);
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// Sends this vendor's stock (VendorStatusUpdate) to sysAddr; UNASSIGNED_SYSTEM_ADDRESS broadcasts.
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void SendStatusUpdate(const SystemAddress& sysAddr, bool bUpdateOnly = false);
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// Sends a VendorTransactionResult targeting target to sysAddr only.
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static void SendTransactionResult(LWOOBJID target, const SystemAddress& sysAddr, eVendorTransactionResult result);
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// How many items the buyback inventory keeps (the vendor window's buyback page)
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static constexpr size_t BUYBACK_SIZE = 27;
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// Before count of sold go to the buyback inventory: drops the oldest buyback items while it is full and they need
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// a slot of their own.
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static void MakeRoomInBuyback(InventoryComponent& inventory, const Item& sold, uint32_t count);
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private:
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void HandleMrReeCameras();
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bool SetupItem(LOT item);
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float m_BuyScalar = 0.0f;
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float m_SellScalar = 0.0f;
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float m_RefreshTimeSeconds = 0.0f;
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uint32_t m_LootMatrixID = 0;
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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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