83 lines
4.0 KiB
C#
83 lines
4.0 KiB
C#
using Barotrauma.Extensions;
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using System.Collections.Generic;
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using System.Linq;
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using Barotrauma.Networking;
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namespace Barotrauma
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{
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partial class CargoManager
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{
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public void SellBackPurchasedItems(List<PurchasedItem> itemsToSell, Client client = null)
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{
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// Check all the prices before starting the transaction
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// to make sure the modifiers stay the same for the whole transaction
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Dictionary<ItemPrefab, int> buyValues = GetBuyValuesAtCurrentLocation(itemsToSell.Select(i => i.ItemPrefab));
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foreach (PurchasedItem item in itemsToSell)
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{
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var itemValue = item.Quantity * buyValues[item.ItemPrefab];
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Location.StoreCurrentBalance -= itemValue;
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campaign.GetWallet(client).Give(itemValue);
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PurchasedItems.Remove(item);
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}
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}
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public void BuyBackSoldItems(List<SoldItem> itemsToBuy)
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{
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// Check all the prices before starting the transaction
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// to make sure the modifiers stay the same for the whole transaction
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var sellValues = GetSellValuesAtCurrentLocation(itemsToBuy.Select(i => i.ItemPrefab));
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foreach (var item in itemsToBuy)
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{
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int itemValue = sellValues[item.ItemPrefab];
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if (Location.StoreCurrentBalance < itemValue || item.Removed) { continue; }
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Location.StoreCurrentBalance += itemValue;
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campaign.Bank.TryDeduct(itemValue);
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SoldItems.Remove(item);
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}
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}
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public void SellItems(List<SoldItem> itemsToSell, Client client)
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{
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bool canAddToRemoveQueue = (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer) && Entity.Spawner != null;
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IEnumerable<Item> sellableItemsInSub = Enumerable.Empty<Item>();
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if (canAddToRemoveQueue && itemsToSell.Any(i => i.Origin == SoldItem.SellOrigin.Submarine && i.ID == Entity.NullEntityID && !i.Removed))
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{
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sellableItemsInSub = GetSellableItemsFromSub();
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}
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// Check all the prices before starting the transaction
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// to make sure the modifiers stay the same for the whole transaction
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var sellValues = GetSellValuesAtCurrentLocation(itemsToSell.Select(i => i.ItemPrefab));
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foreach (var item in itemsToSell)
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{
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int itemValue = sellValues[item.ItemPrefab];
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// check if the store can afford the item and if the item hasn't been removed already
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if (Location.StoreCurrentBalance < itemValue || item.Removed) { continue; }
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// Server determines the items that are sold from the sub in multiplayer
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if (item.Origin == SoldItem.SellOrigin.Submarine && item.ID == Entity.NullEntityID && !item.Removed)
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{
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var matchingItem = sellableItemsInSub.FirstOrDefault(i => !i.Removed && i.Prefab == item.ItemPrefab &&
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itemsToSell.None(itemToSell => itemToSell.ItemPrefab == i.Prefab && itemToSell.ID == i.ID));
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// This is a failsafe for scenarios where a client is trying to sell more items than there's available on the sub
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if (matchingItem == null) { continue; }
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item.SetItemId(matchingItem.ID);
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}
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if (!item.Removed && canAddToRemoveQueue && Entity.FindEntityByID(item.ID) is Item entity)
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{
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item.Removed = true;
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Entity.Spawner.AddItemToRemoveQueue(entity);
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}
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SoldItems.Add(item);
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Location.StoreCurrentBalance -= itemValue;
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campaign.Bank.Give(itemValue);
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GameAnalyticsManager.AddMoneyGainedEvent(itemValue, GameAnalyticsManager.MoneySource.Store, item.ItemPrefab.Identifier.Value);
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}
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OnSoldItemsChanged?.Invoke();
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}
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public void ClearSoldItemsProjSpecific()
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{
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SoldItems.Clear();
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}
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}
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}
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