v0.12.0.2

This commit is contained in:
Joonas Rikkonen
2021-02-10 17:08:21 +02:00
parent 5c80a59bdd
commit 694cdfee7b
353 changed files with 12897 additions and 5028 deletions
@@ -39,61 +39,37 @@ namespace Barotrauma
private List<SoldEntity> SoldEntities { get; } = new List<SoldEntity>();
public List<Item> GetSellableItems(Character character)
public IEnumerable<Item> GetSellableItems(Character character)
{
if (character == null) { return new List<Item>(); }
// Only consider items which have been:
// a) sold in singleplayer or confirmed by server (SellStatus.Confirmed); or
// b) sold locally in multiplayer (SellStatus.Local), but the client has not received a campaing state update yet after selling them
var soldEntities = SoldEntities.Where(se => se.Status != SoldEntity.SellStatus.Unconfirmed);
var sellables = Item.ItemList.FindAll(i => i?.Prefab != null && !i.Removed &&
i.GetRootInventoryOwner() == character &&
!i.SpawnedInOutpost &&
(i.ContainedItems == null || i.ContainedItems.None() || i.ContainedItems.All(ci => soldEntities.Any(se => se.Item == ci))) &&
(i.Condition >= 0.9f * i.MaxCondition || i.Prefab.AllowSellingWhenBroken) && soldEntities.None(se => se.Item == i));
// Prevent selling items in equipment slots
var confirmedSoldEntities = SoldEntities.Where(se => se.Status != SoldEntity.SellStatus.Unconfirmed);
// The bag slot is intentionally left out since we want to be able to sell items from there
var equipmentSlots = new List<InvSlotType>() { InvSlotType.Head, InvSlotType.InnerClothes, InvSlotType.OuterClothes, InvSlotType.Headset, InvSlotType.Card };
foreach (InvSlotType slot in equipmentSlots)
return character.Inventory.FindAllItems(item =>
{
var index = character.Inventory.FindLimbSlot(slot);
if (character.Inventory.Items[index] is Item item)
{
// Don't prevent selling of items which can only be put in equipment slots (like diving suits)
if (item.AllowedSlots.Contains(InvSlotType.Any))
{
sellables.Remove(item);
}
}
}
if (item.SpawnedInOutpost) { return false; }
if (!item.Prefab.AllowSellingWhenBroken && item.ConditionPercentage < 90.0f) { return false; }
if (confirmedSoldEntities.Any(it => it.Item == item)) { return false; }
// There must be no contained items or the contained items must be confirmed as sold
if (!item.ContainedItems.All(it => confirmedSoldEntities.Any(se => se.Item == it))) { return false; }
// Item must be in a non-equipment slot if possible
if (!item.AllowedSlots.All(s => equipmentSlots.Contains(s)) && IsInEquipmentSlot(item)) { return false; }
// Item must not be contained inside an item in an equipment slot
if (item.GetRootContainer() is Item rootContainer && IsInEquipmentSlot(rootContainer)) { return false; }
return true;
}, recursive: true).Distinct();
// Prevent selling items contained inside equipped items
foreach (InvSlotType slot in equipmentSlots)
bool IsInEquipmentSlot(Item item)
{
var index = character.Inventory.FindLimbSlot(slot);
if (character.Inventory.Items[index] is Item item &&
item.ContainedItems != null && item.AllowedSlots.Contains(InvSlotType.Any))
foreach (InvSlotType slot in equipmentSlots)
{
RemoveContainedFromSellables(item);
if (character.Inventory.IsInLimbSlot(item, slot)) { return true; }
}
return false;
}
void RemoveContainedFromSellables(Item item)
{
foreach (Item containedItem in item.ContainedItems)
{
if (containedItem == null) { continue; }
if (containedItem.ContainedItems != null)
{
RemoveContainedFromSellables(containedItem);
}
sellables.Remove(containedItem);
}
}
return sellables;
}
public void SetItemsInBuyCrate(List<PurchasedItem> items)
@@ -149,15 +125,20 @@ namespace Barotrauma
var canAddToRemoveQueue = campaign.IsSinglePlayer && Entity.Spawner != null;
var sellerId = GameMain.Client?.ID ?? 0;
// Check all the prices before starting the transaction
// to make sure the modifiers stay the same for the whole transaction
Dictionary<ItemPrefab, int> sellValues = GetSellValuesAtCurrentLocation(itemsToSell.Select(i => i.ItemPrefab));
foreach (PurchasedItem item in itemsToSell)
{
var itemValue = GetSellValueAtCurrentLocation(item.ItemPrefab, quantity: item.Quantity);
var itemValue = item.Quantity * sellValues[item.ItemPrefab];
// check if the store can afford the item
if (Location.StoreCurrentBalance < itemValue) { continue; }
var matchingItems = itemsInInventory.FindAll(i => i.Prefab == item.ItemPrefab);
if (matchingItems.Count <= item.Quantity)
// TODO: Write logic for prioritizing certain items over others (e.g. lone Battery Cell should be preferred over one inside a Stun Baton)
var matchingItems = itemsInInventory.Where(i => i.Prefab == item.ItemPrefab);
if (matchingItems.Count() <= item.Quantity)
{
foreach (Item i in matchingItems)
{
@@ -170,7 +151,7 @@ namespace Barotrauma
{
for (int i = 0; i < item.Quantity; i++)
{
var matchingItem = matchingItems[i];
var matchingItem = matchingItems.ElementAt(i);
SoldItems.Add(new SoldItem(matchingItem.Prefab, matchingItem.ID, canAddToRemoveQueue, sellerId));
SoldEntities.Add(campaign.IsSinglePlayer ? SoldEntity.CreateInSinglePlayer(matchingItem) : SoldEntity.CreateInMultiPlayer(matchingItem));
if (canAddToRemoveQueue) { Entity.Spawner.AddToRemoveQueue(matchingItem); }