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fix the wu man
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EmosewaMC committed Feb 2, 2025
1 parent ae37641 commit fd56aa2
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Showing 4 changed files with 37 additions and 27 deletions.
3 changes: 2 additions & 1 deletion dCommon/dEnums/eInventoryType.h
Original file line number Diff line number Diff line change
Expand Up @@ -28,7 +28,8 @@ enum eInventoryType : uint32_t {
DONATION,
VAULT_MODELS,
ITEM_SETS, //internal, technically this is BankBehaviors.
INVALID // made up, for internal use!!!, Technically this called the ALL inventory.
INVALID, // made up, for internal use!!!, Technically this called the ALL inventory.
ALL, // Use this to search all inventories instead of a specific one.
};

class InventoryType {
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46 changes: 30 additions & 16 deletions dGame/dComponents/InventoryComponent.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -150,11 +150,11 @@ uint32_t InventoryComponent::GetLotCount(const LOT lot) const {
return count;
}

uint32_t InventoryComponent::GetLotCountNonTransfer(LOT lot) const {
uint32_t InventoryComponent::GetLotCountNonTransfer(LOT lot, bool includeVault) const {
uint32_t count = 0;

for (const auto& inventory : m_Inventories) {
if (IsTransferInventory(inventory.second->GetType())) continue;
if (IsTransferInventory(inventory.second->GetType(), includeVault)) continue;

count += inventory.second->GetLotCount(lot);
}
Expand Down Expand Up @@ -305,21 +305,35 @@ bool InventoryComponent::RemoveItem(const LOT lot, const uint32_t count, eInvent
LOG("Attempted to remove 0 of item (%i) from the inventory!", lot);
return false;
}
if (inventoryType == INVALID) inventoryType = Inventory::FindInventoryTypeForLot(lot);
auto* inventory = GetInventory(inventoryType);
if (!inventory) return false;
if (inventoryType != eInventoryType::ALL) {
if (inventoryType == INVALID) inventoryType = Inventory::FindInventoryTypeForLot(lot);
auto* inventory = GetInventory(inventoryType);
if (!inventory) return false;

auto left = std::min<uint32_t>(count, inventory->GetLotCount(lot));
if (left != count) return false;
auto left = std::min<uint32_t>(count, inventory->GetLotCount(lot));
if (left != count) return false;

while (left > 0) {
auto* item = FindItemByLot(lot, inventoryType, false, ignoreBound);
if (!item) break;
const auto delta = std::min<uint32_t>(left, item->GetCount());
item->SetCount(item->GetCount() - delta, silent);
left -= delta;
while (left > 0) {
auto* item = FindItemByLot(lot, inventoryType, false, ignoreBound);
if (!item) break;
const auto delta = std::min<uint32_t>(left, item->GetCount());
item->SetCount(item->GetCount() - delta, silent);
left -= delta;
}
return true;
} else {
auto left = count;
for (const auto& inventory : m_Inventories | std::views::values) {
while (left > 0 && inventory->GetLotCount(lot) > 0) {
auto* item = inventory->FindItemByLot(lot, false, ignoreBound);
if (!item) break;
const auto delta = std::min<uint32_t>(item->GetCount(), left);
item->SetCount(item->GetCount() - delta, silent);
left -= delta;
}
}
return left == 0;
}
return true;
}

void InventoryComponent::MoveItemToInventory(Item* item, const eInventoryType inventory, const uint32_t count, const bool showFlyingLot, bool isModMoveAndEquip, const bool ignoreEquipped, const int32_t preferredSlot) {
Expand Down Expand Up @@ -1318,8 +1332,8 @@ BehaviorSlot InventoryComponent::FindBehaviorSlot(const eItemType type) {
}
}

bool InventoryComponent::IsTransferInventory(eInventoryType type) {
return type == VENDOR_BUYBACK || type == VAULT_ITEMS || type == VAULT_MODELS || type == TEMP_ITEMS || type == TEMP_MODELS || type == MODELS_IN_BBB;
bool InventoryComponent::IsTransferInventory(eInventoryType type, bool includeVault) {
return type == VENDOR_BUYBACK || (includeVault && (type == VAULT_ITEMS || type == VAULT_MODELS)) || type == TEMP_ITEMS || type == TEMP_MODELS || type == MODELS_IN_BBB;
}

uint32_t InventoryComponent::FindSkill(const LOT lot) {
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4 changes: 2 additions & 2 deletions dGame/dComponents/InventoryComponent.h
Original file line number Diff line number Diff line change
Expand Up @@ -100,7 +100,7 @@ class InventoryComponent final : public Component {
* @param lot the lot to search for
* @return the amount of items this entity possesses of the specified lot
*/
uint32_t GetLotCountNonTransfer(LOT lot) const;
uint32_t GetLotCountNonTransfer(LOT lot, bool includeVault = true) const;

/**
* Returns the items that are currently equipped by this entity
Expand Down Expand Up @@ -373,7 +373,7 @@ class InventoryComponent final : public Component {
* @param type the inventory type to check
* @return if the inventory type is a temp inventory
*/
static bool IsTransferInventory(eInventoryType type);
static bool IsTransferInventory(eInventoryType type, bool includeVault = true);

/**
* Finds the skill related to the passed LOT from the ObjectSkills table
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11 changes: 3 additions & 8 deletions dScripts/02_server/Map/AM/AmTeapotServer.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -8,16 +8,11 @@ void AmTeapotServer::OnUse(Entity* self, Entity* user) {
auto* inventoryComponent = user->GetComponent<InventoryComponent>();
if (!inventoryComponent) return;

auto* blueFlowerItem = inventoryComponent->FindItemByLot(BLUE_FLOWER_LEAVES, eInventoryType::ITEMS);
if (!blueFlowerItem) {
blueFlowerItem = inventoryComponent->FindItemByLot(BLUE_FLOWER_LEAVES, eInventoryType::VAULT_ITEMS);
if (!blueFlowerItem) return;
}

// The client allows you to use the teapot only if you have a stack of 10 leaves in some inventory somewhere.
if (blueFlowerItem->GetCount() >= 10) {
blueFlowerItem->SetCount(blueFlowerItem->GetCount() - 10);
if (inventoryComponent->GetLotCountNonTransfer(BLUE_FLOWER_LEAVES, false) >= 10) {
inventoryComponent->RemoveItem(BLUE_FLOWER_LEAVES, 10, eInventoryType::ALL);
inventoryComponent->AddItem(WU_S_IMAGINATION_TEA, 1);
}

GameMessages::SendTerminateInteraction(user->GetObjectID(), eTerminateType::FROM_INTERACTION, self->GetObjectID());
}

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