using Barotrauma.Networking; using System.Collections; using System.Collections.Generic; using System.Linq; namespace Barotrauma { /// /// Give or remove money from the crew or a specific character. /// class MoneyAction : EventAction { public MoneyAction(ScriptedEvent parentEvent, ContentXElement element) : base(parentEvent, element) { } [Serialize(0, IsPropertySaveable.Yes, description: "Amount of money to give or remove.")] public int Amount { get; set; } [Serialize("", IsPropertySaveable.Yes, description: "If set, the money is removed from character(s) with this tag.")] public Identifier TargetTag { get; set; } private bool isFinished; public override bool IsFinished(ref string goTo) { return isFinished; } public override void Reset() { isFinished = false; } public override void Update(float deltaTime) { if (isFinished) { return; } #if SERVER bool hasTag = !TargetTag.IsEmpty; List matchingClients = new List(); if (hasTag) { IEnumerable targets = ParentEvent.GetTargets(TargetTag); foreach (Entity entity in targets) { if (entity is Character && GameMain.Server?.ConnectedClients.FirstOrDefault(c => c.Character == entity) is { } matchingCharacter) { matchingClients.Add(matchingCharacter); break; } } } #endif if (GameMain.GameSession?.GameMode is CampaignMode campaign) { #if SERVER if (!hasTag) { campaign.Bank.Give(Amount); } else { foreach (Client client in matchingClients) { campaign.GetWallet(client).Give(Amount); } } #else campaign.Wallet.Give(Amount); #endif GameAnalyticsManager.AddMoneyGainedEvent(Amount, GameAnalyticsManager.MoneySource.Event, ParentEvent.Prefab.Identifier.Value); } isFinished = true; } public override string ToDebugString() { return $"{ToolBox.GetDebugSymbol(isFinished)} {nameof(SetDataAction)} -> (Amount: {Amount.ColorizeObject()})"; } } }