using Microsoft.Xna.Framework; using System; using System.Collections.Generic; using System.Xml.Linq; namespace Barotrauma { class PriceInfo { public int Price { get; } public bool CanBeBought { get; } /// /// Minimum number of items available at a given store /// public int MinAvailableAmount { get; } /// /// Maximum number of items available at a given store. Defaults to 20% more than the minimum amount. /// public int MaxAvailableAmount { get; } /// /// Can the item be a Daily Special or a Requested Good /// public bool CanBeSpecial { get; } /// /// The item isn't available in stores unless the level's difficulty is above this value /// public int MinLevelDifficulty { get; } /// /// The cost of item when sold by the store. Higher modifier means the item costs more to buy from the store. /// public float BuyingPriceMultiplier { get; } = 1f; public bool DisplayNonEmpty { get; } = false; public Identifier StoreIdentifier { get; } public bool RequiresUnlock { get; } /// /// Used when neither or are defined. /// private const int DefaultAmount = 5; /// /// How much more the maximum stock is relative to the minimum stock if not defined. Stores will gradually stock up towards the maximum. /// private const float DefaultMaxAvailabilityRelativeToMin = 1.2f; private readonly Dictionary minReputation = new Dictionary(); /// /// Minimum reputation needed to buy the item (Key = faction ID, Value = min rep) /// public IReadOnlyDictionary MinReputation => minReputation; /// /// Support for the old style of determining item prices /// when there were individual Price elements for each location type /// where the item was for sale. /// public PriceInfo(XElement element) { Price = element.GetAttributeInt("buyprice", 0); MinLevelDifficulty = element.GetAttributeInt("minleveldifficulty", 0); BuyingPriceMultiplier = element.GetAttributeFloat("buyingpricemultiplier", 1f); CanBeBought = true; MinAvailableAmount = Math.Min(GetMinAmount(element, defaultValue: DefaultAmount), CargoManager.MaxQuantity); MaxAvailableAmount = MathHelper.Clamp(GetMaxAmount(element, defaultValue: (int)(MinAvailableAmount * DefaultMaxAvailabilityRelativeToMin)), MinAvailableAmount, CargoManager.MaxQuantity); RequiresUnlock = element.GetAttributeBool("requiresunlock", false); System.Diagnostics.Debug.Assert(MaxAvailableAmount >= MinAvailableAmount); } public PriceInfo(int price, bool canBeBought, int minAmount = 0, int maxAmount = 0, bool canBeSpecial = true, int minLevelDifficulty = 0, float buyingPriceMultiplier = 1f, bool displayNonEmpty = false, bool requiresUnlock = false, string storeIdentifier = null) { Price = price; CanBeBought = canBeBought; MinAvailableAmount = Math.Min(minAmount, CargoManager.MaxQuantity); MaxAvailableAmount = Math.Max(Math.Min(maxAmount, CargoManager.MaxQuantity), minAmount); BuyingPriceMultiplier = buyingPriceMultiplier; MinLevelDifficulty = minLevelDifficulty; CanBeSpecial = canBeSpecial; DisplayNonEmpty = displayNonEmpty; StoreIdentifier = new Identifier(storeIdentifier); RequiresUnlock = requiresUnlock; System.Diagnostics.Debug.Assert(MaxAvailableAmount >= MinAvailableAmount); } private void LoadReputationRestrictions(XElement priceInfoElement) { foreach (XElement childElement in priceInfoElement.GetChildElements("reputation")) { Identifier factionId = childElement.GetAttributeIdentifier("faction", Identifier.Empty); float rep = childElement.GetAttributeFloat("min", 0.0f); if (!factionId.IsEmpty && rep > 0) { minReputation.Add(factionId, rep); } } } public static List CreatePriceInfos(XElement element, out PriceInfo defaultPrice) { var priceInfos = new List(); defaultPrice = null; int basePrice = element.GetAttributeInt("baseprice", 0); int minAmount = GetMinAmount(element, defaultValue: DefaultAmount); int maxAmount = GetMaxAmount(element, defaultValue: (int)(DefaultAmount * DefaultMaxAvailabilityRelativeToMin)); int minLevelDifficulty = element.GetAttributeInt("minleveldifficulty", 0); bool canBeSpecial = element.GetAttributeBool("canbespecial", true); float buyingPriceMultiplier = element.GetAttributeFloat("buyingpricemultiplier", 1f); bool displayNonEmpty = element.GetAttributeBool("displaynonempty", false); bool soldByDefault = element.GetAttributeBool("sold", element.GetAttributeBool("soldbydefault", true)); bool requiresUnlock = element.GetAttributeBool("requiresunlock", false); foreach (XElement childElement in element.GetChildElements("price")) { float priceMultiplier = childElement.GetAttributeFloat("multiplier", 1.0f); bool sold = childElement.GetAttributeBool("sold", soldByDefault); int storeMinLevelDifficulty = childElement.GetAttributeInt("minleveldifficulty", minLevelDifficulty); float storeBuyingMultiplier = childElement.GetAttributeFloat("buyingpricemultiplier", buyingPriceMultiplier); string backwardsCompatibleIdentifier = childElement.GetAttributeString("locationtype", ""); if (!string.IsNullOrEmpty(backwardsCompatibleIdentifier)) { backwardsCompatibleIdentifier = $"merchant{backwardsCompatibleIdentifier}"; } string storeIdentifier = childElement.GetAttributeString("storeidentifier", backwardsCompatibleIdentifier); // TODO: Add some error messages if we have defined the min or max amount while the item is not sold var priceInfo = new PriceInfo(price: (int)(priceMultiplier * basePrice), canBeBought: sold, minAmount: sold ? GetMinAmount(childElement, minAmount) : 0, maxAmount: sold ? GetMaxAmount(childElement, maxAmount) : 0, canBeSpecial: canBeSpecial, minLevelDifficulty: storeMinLevelDifficulty, buyingPriceMultiplier: storeBuyingMultiplier, displayNonEmpty: displayNonEmpty, requiresUnlock: requiresUnlock, storeIdentifier: storeIdentifier); priceInfo.LoadReputationRestrictions(childElement); priceInfos.Add(priceInfo); } bool soldElsewhere = soldByDefault && element.GetAttributeBool("soldelsewhere", element.GetAttributeBool("soldeverywhere", false)); defaultPrice = new PriceInfo(price: basePrice, canBeBought: soldElsewhere, minAmount: soldElsewhere ? minAmount : 0, maxAmount: soldElsewhere ? maxAmount : 0, canBeSpecial: canBeSpecial, minLevelDifficulty: minLevelDifficulty, buyingPriceMultiplier: buyingPriceMultiplier, displayNonEmpty: displayNonEmpty, requiresUnlock: requiresUnlock); defaultPrice.LoadReputationRestrictions(element); return priceInfos; } private static int GetMinAmount(XElement element, int defaultValue) => element != null ? element.GetAttributeInt("minamount", element.GetAttributeInt("minavailable", defaultValue)) : defaultValue; private static int GetMaxAmount(XElement element, int defaultValue) => element != null ? element.GetAttributeInt("maxamount", element.GetAttributeInt("maxavailable", defaultValue)) : defaultValue; } }