Files
DarkflameServer/dGame/dComponents/Vendor/DonationVendorComponent.cpp
Aaron Kimbrell 260e6cb1b1 refactor(entity): each component type has an allocator, as the client
DoObjectComponentLoad walks the client's load order and calls the type's
allocator from a table, like ObjectLoader2, instead of one 76-case switch.
Components with rules of their own have a static Allocator (the client's
LWOxComponent::Allocator); the rest share a registry allocator. The load
state moves to ObjectLoadState.h so the allocators can take it.

Construction bytes are identical for all 15,962 LOTs.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 08:11:58 -05:00

122 lines
4.7 KiB
C++

#include "DonationVendorComponent.h"
#include "Database.h"
#include "CharacterComponent.h"
#include "EconomyLedger.h"
#include "eInventoryType.h"
#include "eMissionTaskType.h"
#include "EntityManager.h"
#include "Game.h"
#include "InventoryComponent.h"
#include "Item.h"
#include "LeaderboardManager.h"
#include "Logger.h"
#include "MissionComponent.h"
#include "User.h"
#include "UserManager.h"
#include "Entity.h"
#include "ObjectLoadState.h"
#include "ProximityMonitorComponent.h"
DonationVendorComponent::DonationVendorComponent(Entity* parent, const int32_t componentID) : BaseVendorComponent(parent, componentID) {
}
// The level config: the donation goal and activity, and the total donated so far
void DonationVendorComponent::LoadConfigData() {
m_PercentComplete = 0.0;
m_TotalDonated = 0;
m_TotalRemaining = 0;
// custom attribute to calculate other values
m_Goal = m_Parent->GetVar<int32_t>(u"donationGoal");
if (m_Goal == 0) m_Goal = INT32_MAX;
// Default to the nexus tower jawbox activity and setup settings
m_ActivityId = m_Parent->GetVar<uint32_t>(u"activityID");
if ((m_ActivityId == 0) || (m_ActivityId == 117)) {
m_ActivityId = 117;
m_PercentComplete = 1.0;
m_TotalDonated = INT32_MAX;
m_TotalRemaining = 0;
m_Goal = INT32_MAX;
return;
}
auto donationTotal = Database::Get()->GetDonationTotal(m_ActivityId);
if (donationTotal) m_TotalDonated = donationTotal.value();
m_TotalRemaining = m_Goal - m_TotalDonated;
m_PercentComplete = m_TotalDonated/static_cast<float>(m_Goal);
}
void DonationVendorComponent::SubmitDonation(uint32_t count) {
if (count <= 0 && ((m_TotalDonated + count) > 0)) return;
m_TotalDonated += count;
m_TotalRemaining = m_Goal - m_TotalDonated;
m_PercentComplete = m_TotalDonated/static_cast<float>(m_Goal);
m_DirtyDonationVendor = true;
}
void DonationVendorComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
BaseVendorComponent::Serialize(outBitStream, bIsInitialUpdate);
outBitStream.Write(bIsInitialUpdate || m_DirtyDonationVendor);
if (bIsInitialUpdate || m_DirtyDonationVendor) {
outBitStream.Write(m_PercentComplete);
outBitStream.Write(m_TotalDonated);
outBitStream.Write(m_TotalRemaining);
if (!bIsInitialUpdate) m_DirtyDonationVendor = false;
}
}
void DonationVendorComponent::AddDonationItem(const SystemAddress& sysAddr, LWOOBJID itemObjID, uint32_t count) {
if (GetActivityID() == 0) {
LOG("WARNING: Trying to dontate to a vendor with no activity");
return;
}
User* user = UserManager::Instance()->GetUser(sysAddr);
if (!user) return;
Entity* player = Game::entityManager->GetEntity(user->GetLoggedInChar());
if (!player) return;
auto* characterComponent = player->GetComponent<CharacterComponent>();
if (!characterComponent) return;
auto* inventoryComponent = player->GetComponent<InventoryComponent>();
if (!inventoryComponent) return;
Item* item = inventoryComponent->FindItemById(itemObjID);
if (!item) return;
if (item->GetCount() < count) return;
characterComponent->SetCurrentInteracting(m_Parent->GetObjectID());
inventoryComponent->MoveItemToInventory(item, eInventoryType::DONATION, count, true, false, true);
}
void DonationVendorComponent::ConfirmDonation(Entity& player) {
const auto [inventoryComponent, missionComponent, characterComponent] = player.GetComponentsMut<InventoryComponent, MissionComponent, CharacterComponent>();
if (!inventoryComponent || !missionComponent || !characterComponent || !characterComponent->GetCurrentInteracting()) return;
if (GetActivityID() == 0) {
LOG("WARNING: Trying to dontate to a vendor with no activity");
return;
}
auto* inventory = inventoryComponent->GetInventory(eInventoryType::DONATION);
if (!inventory) return;
auto items = inventory->GetItems();
if (!items.empty()) {
uint32_t count = 0;
for (auto& [itemID, item] : items) {
count += item->GetCount();
EconomyLedger::RecordItemsUnsuppressed(&player, item->GetLot(), -static_cast<int64_t>(item->GetCount()), EconomyLedger::DONATION_SOURCE);
item->RemoveFromInventory();
}
missionComponent->Progress(eMissionTaskType::DONATION, 0, LWOOBJID_EMPTY, "", count);
LeaderboardManager::SaveScore(player.GetObjectID(), GetActivityID(), count);
SubmitDonation(count);
Game::entityManager->SerializeEntity(m_Parent);
}
characterComponent->SetCurrentInteracting(LWOOBJID_EMPTY);
}
void DonationVendorComponent::Allocator(Entity& entity, ObjectLoadState& state) {
const auto donationVendorID = state.GetComponentID(eReplicaComponentType::DONATION_VENDOR, -1);
if (donationVendorID > -1) {
if (!entity.HasComponent(eReplicaComponentType::PROXIMITY_MONITOR)) entity.AddComponent<ProximityMonitorComponent>(-1);
entity.AddComponent<DonationVendorComponent>(donationVendorID);
}
}