(61d00a474) v0.9.7.1
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using Barotrauma.Items.Components;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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namespace Barotrauma
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{
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class PurchasedItem
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{
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public readonly ItemPrefab ItemPrefab;
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public int Quantity;
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public PurchasedItem(ItemPrefab itemPrefab, int quantity)
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{
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this.ItemPrefab = itemPrefab;
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this.Quantity = quantity;
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}
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}
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class CargoManager
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{
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private readonly List<PurchasedItem> purchasedItems;
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private readonly CampaignMode campaign;
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public Action OnItemsChanged;
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public List<PurchasedItem> PurchasedItems
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{
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get { return purchasedItems; }
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}
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public CargoManager(CampaignMode campaign)
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{
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purchasedItems = new List<PurchasedItem>();
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this.campaign = campaign;
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}
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public void SetPurchasedItems(List<PurchasedItem> items)
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{
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purchasedItems.Clear();
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purchasedItems.AddRange(items);
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OnItemsChanged?.Invoke();
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}
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public void PurchaseItem(ItemPrefab item, int quantity = 1)
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{
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PurchasedItem purchasedItem = PurchasedItems.Find(pi => pi.ItemPrefab == item);
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campaign.Money -= item.GetPrice(campaign.Map.CurrentLocation).BuyPrice * quantity;
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if (purchasedItem != null)
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{
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purchasedItem.Quantity += quantity;
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}
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else
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{
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purchasedItem = new PurchasedItem(item, quantity);
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purchasedItems.Add(purchasedItem);
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}
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OnItemsChanged?.Invoke();
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}
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public void SellItem(PurchasedItem purchasedItem, int quantity = 1)
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{
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quantity = Math.Min(purchasedItem.Quantity, quantity);
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campaign.Money += purchasedItem.ItemPrefab.GetPrice(campaign.Map.CurrentLocation).BuyPrice * quantity;
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purchasedItem.Quantity -= quantity;
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if (purchasedItem != null && purchasedItem.Quantity <= 0)
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{
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PurchasedItems.Remove(purchasedItem);
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}
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OnItemsChanged?.Invoke();
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}
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public int GetTotalItemCost()
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{
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if (purchasedItems == null) return 0;
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return purchasedItems.Sum(i => i.ItemPrefab.GetPrice(campaign.Map.CurrentLocation).BuyPrice * i.Quantity);
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}
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public void CreateItems()
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{
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CreateItems(purchasedItems);
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OnItemsChanged?.Invoke();
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}
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public static void CreateItems(List<PurchasedItem> itemsToSpawn)
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{
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if (itemsToSpawn.Count == 0) { return; }
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WayPoint wp = WayPoint.GetRandom(SpawnType.Cargo, null, Submarine.MainSub);
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if (wp == null)
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{
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DebugConsole.ThrowError("The submarine must have a waypoint marked as Cargo for bought items to be placed correctly!");
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return;
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}
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Hull cargoRoom = Hull.FindHull(wp.WorldPosition);
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if (cargoRoom == null)
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{
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DebugConsole.ThrowError("A waypoint marked as Cargo must be placed inside a room!");
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return;
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}
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#if CLIENT
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new GUIMessageBox("", TextManager.GetWithVariable("CargoSpawnNotification", "[roomname]", cargoRoom.DisplayName, true));
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#endif
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Dictionary<ItemContainer, int> availableContainers = new Dictionary<ItemContainer, int>();
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ItemPrefab containerPrefab = null;
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foreach (PurchasedItem pi in itemsToSpawn)
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{
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Vector2 position = new Vector2(
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Rand.Range(cargoRoom.Rect.X + 20, cargoRoom.Rect.Right - 20),
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cargoRoom.Rect.Y - cargoRoom.Rect.Height + pi.ItemPrefab.Size.Y / 2);
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ItemContainer itemContainer = null;
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if (!string.IsNullOrEmpty(pi.ItemPrefab.CargoContainerIdentifier))
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{
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itemContainer = availableContainers.Keys.ToList().Find(ac =>
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ac.Item.Prefab.Identifier == pi.ItemPrefab.CargoContainerIdentifier ||
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ac.Item.Prefab.Tags.Contains(pi.ItemPrefab.CargoContainerIdentifier.ToLowerInvariant()));
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if (itemContainer == null)
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{
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containerPrefab = ItemPrefab.Prefabs.Find(ep =>
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ep.Identifier == pi.ItemPrefab.CargoContainerIdentifier ||
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(ep.Tags != null && ep.Tags.Contains(pi.ItemPrefab.CargoContainerIdentifier.ToLowerInvariant())));
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if (containerPrefab == null)
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{
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DebugConsole.ThrowError("Cargo spawning failed - could not find the item prefab for container \"" + containerPrefab.Name + "\"!");
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continue;
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}
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Item containerItem = new Item(containerPrefab, position, wp.Submarine);
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itemContainer = containerItem.GetComponent<ItemContainer>();
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if (itemContainer == null)
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{
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DebugConsole.ThrowError("Cargo spawning failed - container \"" + containerItem.Name + "\" does not have an ItemContainer component!");
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continue;
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}
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availableContainers.Add(itemContainer, itemContainer.Capacity);
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#if SERVER
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if (GameMain.Server != null)
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{
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Entity.Spawner.CreateNetworkEvent(itemContainer.Item, false);
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}
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#endif
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}
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}
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for (int i = 0; i < pi.Quantity; i++)
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{
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if (itemContainer == null)
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{
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//no container, place at the waypoint
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if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer)
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{
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Entity.Spawner.AddToSpawnQueue(pi.ItemPrefab, position, wp.Submarine);
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}
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else
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{
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new Item(pi.ItemPrefab, position, wp.Submarine);
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}
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continue;
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}
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//if the intial container has been removed due to it running out of space, add a new container
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//of the same type and begin filling it
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if (!availableContainers.ContainsKey(itemContainer))
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{
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Item containerItemOverFlow = new Item(containerPrefab, position, wp.Submarine);
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itemContainer = containerItemOverFlow.GetComponent<ItemContainer>();
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availableContainers.Add(itemContainer, itemContainer.Capacity);
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#if SERVER
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if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer)
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{
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Entity.Spawner.CreateNetworkEvent(itemContainer.Item, false);
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}
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#endif
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}
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//place in the container
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if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer)
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{
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Entity.Spawner.AddToSpawnQueue(pi.ItemPrefab, itemContainer.Inventory);
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}
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else
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{
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var item = new Item(pi.ItemPrefab, position, wp.Submarine);
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itemContainer.Inventory.TryPutItem(item, null);
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}
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//reduce the number of available slots in the container
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//if there is a container
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if (availableContainers.ContainsKey(itemContainer))
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{
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availableContainers[itemContainer]--;
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}
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if (availableContainers.ContainsKey(itemContainer) && availableContainers[itemContainer] <= 0)
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{
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availableContainers.Remove(itemContainer);
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}
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}
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}
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itemsToSpawn.Clear();
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}
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}
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}
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