DarkflameServer/dGame/dComponents/VendorComponent.h
Aaron Kimbrell e729c7f846
feat: achievement vendor and vendor feedback (#1461)
* Groundwork

* movie buying logic out of gm handler
make transaction result more useful

* Full implementation
Cleanup and fix some calls in gamemessages

* Load the component in the entity
Patch Auth

* new line at eof

* cache lookups

* remove sort

* fix includes
2024-02-25 01:47:05 -06:00

66 lines
1.9 KiB
C++

#pragma once
#ifndef VENDORCOMPONENT_H
#define VENDORCOMPONENT_H
#include "CDClientManager.h"
#include "Component.h"
#include "Entity.h"
#include "GameMessages.h"
#include "RakNetTypes.h"
#include "eReplicaComponentType.h"
struct SoldItem {
SoldItem(const LOT lot, const int32_t sortPriority) {
this->lot = lot;
this->sortPriority = sortPriority;
};
LOT lot = 0;
int32_t sortPriority = 0;
};
class VendorComponent : public Component {
public:
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::VENDOR;
VendorComponent(Entity* parent);
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override;
void OnUse(Entity* originator) override;
void RefreshInventory(bool isCreation = false);
void SetupConstants();
bool SellsItem(const LOT item) const;
float GetBuyScalar() const { return m_BuyScalar; }
float GetSellScalar() const { return m_SellScalar; }
void SetBuyScalar(const float value) { m_BuyScalar = value; }
void SetSellScalar(const float value) { m_SellScalar = value; }
const std::vector<SoldItem>& GetInventory() { return m_Inventory; }
void SetHasMultiCostItems(const bool hasMultiCostItems) {
if (m_HasMultiCostItems == hasMultiCostItems) return;
m_HasMultiCostItems = hasMultiCostItems;
m_DirtyVendor = true;
}
void SetHasStandardCostItems(const bool hasStandardCostItems) {
if (m_HasStandardCostItems == hasStandardCostItems) return;
m_HasStandardCostItems = hasStandardCostItems;
m_DirtyVendor = true;
}
void Buy(Entity* buyer, LOT lot, uint32_t count);
private:
void SetupMaxCustomVendor();
void HandleMrReeCameras();
float m_BuyScalar = 0.0f;
float m_SellScalar = 0.0f;
float m_RefreshTimeSeconds = 0.0f;
uint32_t m_LootMatrixID = 0;
std::vector<SoldItem> m_Inventory;
bool m_DirtyVendor = false;
bool m_HasStandardCostItems = false;
bool m_HasMultiCostItems = false;
};
#endif // VENDORCOMPONENT_H