Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/GameSession/UpgradeManager.cs
Juan Pablo Arce 4206f6db42 Unstable 0.17.3.0
2022-03-22 14:44:56 -03:00

821 lines
35 KiB
C#

#nullable enable
using System;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
using Barotrauma.Networking;
using Barotrauma.Extensions;
using Microsoft.Xna.Framework;
namespace Barotrauma
{
internal class PurchasedUpgrade
{
public readonly UpgradeCategory Category;
public readonly UpgradePrefab Prefab;
public int Level;
public PurchasedUpgrade(UpgradePrefab upgradePrefab, UpgradeCategory category, int level = 1)
{
Category = category;
Prefab = upgradePrefab;
Level = level;
}
public void Deconstruct(out UpgradePrefab prefab, out UpgradeCategory category, out int level)
{
prefab = Prefab;
category = Category;
level = Level;
}
}
internal class PurchasedItemSwap
{
public readonly Item ItemToRemove;
public readonly ItemPrefab ItemToInstall;
public PurchasedItemSwap(Item itemToRemove, ItemPrefab itemToInstall)
{
ItemToRemove = itemToRemove;
ItemToInstall = itemToInstall;
}
}
/// <summary>
/// This class handles all upgrade logic.
/// Storing, applying, checking and validation of upgrades.
/// </summary>
/// <remarks>
/// Upgrades are applied per item basis meaning each item has their own set of slots for upgrades.
/// The store applies upgrades globally to categories of items so the purpose of this class is to keep those individual "upgrade slots" in sync.
/// The target level of an upgrade is stored in the metadata and is what the store displays and modifies while this class will make sure that
/// the upgrades on the items match the values stored in the metadata.
/// </remarks>
partial class UpgradeManager
{
/// <summary>
/// This one toggles whether or not connected submarines get upgraded too.
/// Could probably be removed, I just didn't like magic numbers.
/// </summary>
public const bool UpgradeAlsoConnectedSubs = true;
/// <summary>
/// Prevents the player from upgrading the submarine when we are switching to a new one.
/// </summary>
/// <remarks>
/// In singleplayer we check if CampaignMode.PendingSubmarineSwitch is not null indicating we are switching submarines
/// but in multiplayer that value is not synced so we use this variable instead by setting it to false in <see cref="UpgradeManager.ClientRead"/>
/// and then set it back to true when the round ends in <see cref="MultiPlayerCampaign.End"/>
/// </remarks>
public bool CanUpgrade = true;
/// <summary>
/// This is used by the client in multiplayer, acts like a secondary PendingUpgrades list
/// but is not affected by server messages.
/// </summary>
/// <remarks>
/// Not used in singleplayer.
/// </remarks>
private List<PurchasedUpgrade>? loadedUpgrades;
/// <summary>
/// This is used by the client to notify the server which upgrades are yet to be paid for.
/// </summary>
/// <remarks>
/// In singleplayer this does nothing.
/// </remarks>
public readonly List<PurchasedUpgrade> PurchasedUpgrades = new List<PurchasedUpgrade>();
public readonly List<PurchasedUpgrade> PendingUpgrades = new List<PurchasedUpgrade>();
public readonly List<PurchasedItemSwap> PurchasedItemSwaps = new List<PurchasedItemSwap>();
private CampaignMetadata Metadata => Campaign.CampaignMetadata;
private readonly CampaignMode Campaign;
public event Action? OnUpgradesChanged;
public UpgradeManager(CampaignMode campaign)
{
UpgradeCategory.Categories.ForEach(c => c.DeterminePrefabsThatAllowUpgrades());
DebugConsole.Log("Created brand new upgrade manager.");
Campaign = campaign;
}
public UpgradeManager(CampaignMode campaign, XElement element, bool isSingleplayer) : this(campaign)
{
DebugConsole.Log($"Restored upgrade manager from save file, ({element.Elements().Count()} pending upgrades).");
//backwards compatibility:
//upgrades used to be saved to a <pendingupgrades> element, now upgrades and item swaps are saved separately under a <upgrademanager> element
if (element.Name.LocalName.Equals("pendingupgrades", StringComparison.OrdinalIgnoreCase))
{
LoadPendingUpgrades(element, isSingleplayer);
}
else
{
foreach (var subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "pendingupgrades":
LoadPendingUpgrades(subElement, isSingleplayer);
break;
}
}
}
}
public int DetermineItemSwapCost(Item item, ItemPrefab? replacement)
{
if (replacement == null)
{
replacement = ItemPrefab.Find("", item.Prefab.SwappableItem.ReplacementOnUninstall);
if (replacement == null)
{
DebugConsole.ThrowError("Failed to determine swap cost for item \"{}\". Trying to uninstall the item but no replacement item found.");
return 0;
}
}
int price = 0;
if (replacement == item.Prefab)
{
if (item.PendingItemSwap != null)
{
//refund the pending swap
price -= item.PendingItemSwap.SwappableItem.GetPrice(Campaign?.Map?.CurrentLocation);
//buy back the current item
price += item.Prefab.SwappableItem.GetPrice(Campaign?.Map?.CurrentLocation);
}
}
else
{
price = replacement.SwappableItem.GetPrice(Campaign?.Map?.CurrentLocation);
if (item.PendingItemSwap != null)
{
//refund the pending swap
price -= item.PendingItemSwap.SwappableItem.GetPrice(Campaign?.Map?.CurrentLocation);
//buy back the current item
price += item.Prefab.SwappableItem.GetPrice(Campaign?.Map?.CurrentLocation);
}
//refund the current item
if (replacement != ((MapEntity)item).Prefab)
{
price -= item.Prefab.SwappableItem.GetPrice(Campaign?.Map?.CurrentLocation);
}
}
return price;
}
private DateTime lastUpgradeSpeak, lastErrorSpeak;
/// <summary>
/// Purchases an upgrade and handles logic for deducting the credit.
/// </summary>
/// <remarks>
/// Purchased upgrades are temporarily stored in <see cref="PendingUpgrades"/> and they are applied
/// after the next round starts similarly how items are spawned in the stowage room after the round starts.
/// </remarks>
public void PurchaseUpgrade(UpgradePrefab prefab, UpgradeCategory category, bool force = false, Client? client = null)
{
if (!CanUpgradeSub())
{
DebugConsole.ThrowError("Cannot upgrade when switching to another submarine.");
return;
}
int price = prefab.Price.GetBuyprice(GetUpgradeLevel(prefab, category), Campaign.Map?.CurrentLocation);
int currentLevel = GetUpgradeLevel(prefab, category);
if (currentLevel + 1 > prefab.MaxLevel)
{
DebugConsole.ThrowError($"Tried to purchase \"{prefab.Name}\" over the max level! ({currentLevel + 1} > {prefab.MaxLevel}). The transaction has been cancelled.");
return;
}
if (price < 0)
{
Location? location = Campaign.Map?.CurrentLocation;
LogError($"Upgrade price is less than 0! ({price})",
new Dictionary<string, object?>
{
{ "Level", currentLevel },
{ "Saved Level", GetRealUpgradeLevel(prefab, category) },
{ "Upgrade", $"{category.Identifier}.{prefab.Identifier}" },
{ "Location", location?.Type },
{ "Reputation", $"{location?.Reputation?.Value} / {location?.Reputation?.MaxReputation}" },
{ "Base Price", prefab.Price.BasePrice }
});
}
if (force)
{
price = 0;
}
if (Campaign.GetWallet(client).TryDeduct(price))
{
if (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer)
{
// only make the NPC speak if more than 5 minutes have passed since the last purchased service
if (lastUpgradeSpeak == DateTime.MinValue || lastUpgradeSpeak.AddMinutes(5) < DateTime.Now)
{
UpgradeNPCSpeak(TextManager.Get("Dialog.UpgradePurchased").Value, Campaign.IsSinglePlayer);
lastUpgradeSpeak = DateTime.Now;
}
}
GameAnalyticsManager.AddMoneySpentEvent(price, GameAnalyticsManager.MoneySink.SubmarineUpgrade, prefab.Identifier.Value);
PurchasedUpgrade? upgrade = FindMatchingUpgrade(prefab, category);
#if CLIENT
DebugLog($"CLIENT: Purchased level {GetUpgradeLevel(prefab, category) + 1} {category.Name}.{prefab.Name} for {price}", GUIStyle.Orange);
#endif
if (upgrade == null)
{
PendingUpgrades.Add(new PurchasedUpgrade(prefab, category));
}
else
{
upgrade.Level++;
}
#if CLIENT
// tell the server that this item is yet to be paid for server side
PurchasedUpgrades.Add(new PurchasedUpgrade(prefab, category));
#endif
OnUpgradesChanged?.Invoke();
}
else
{
DebugConsole.ThrowError("Tried to purchase an upgrade with insufficient funds, the transaction has not been completed.\n" +
$"Upgrade: {prefab.Name}, Cost: {price}, Have: {Campaign.GetWallet(client).Balance}");
}
}
/// <summary>
/// Purchases an item swap and handles logic for deducting the credit.
/// </summary>
public void PurchaseItemSwap(Item itemToRemove, ItemPrefab itemToInstall, bool force = false, Client? client = null)
{
if (!CanUpgradeSub())
{
DebugConsole.ThrowError("Cannot swap items when switching to another submarine.");
return;
}
if (itemToRemove == null)
{
DebugConsole.ThrowError($"Cannot swap null item!");
return;
}
if (itemToRemove.HiddenInGame)
{
DebugConsole.ThrowError($"Cannot swap item \"{itemToRemove.Name}\" because it's set to be hidden in-game.");
return;
}
if (!itemToRemove.AllowSwapping)
{
DebugConsole.ThrowError($"Cannot swap item \"{itemToRemove.Name}\" because it's configured to be non-swappable.");
return;
}
if (!UpgradeCategory.Categories.Any(c => c.ItemTags.Any(t => itemToRemove.HasTag(t)) && c.ItemTags.Any(t => itemToInstall.Tags.Contains(t))))
{
DebugConsole.ThrowError($"Failed to swap item \"{itemToRemove.Name}\" with \"{itemToInstall.Name}\" (not in the same upgrade category).");
return;
}
if (((MapEntity)itemToRemove).Prefab == itemToInstall)
{
DebugConsole.ThrowError($"Failed to swap item \"{itemToRemove.Name}\" (trying to swap with the same item!).");
return;
}
SwappableItem? swappableItem = itemToRemove.Prefab.SwappableItem;
if (swappableItem == null)
{
DebugConsole.ThrowError($"Failed to swap item \"{itemToRemove.Name}\" (not configured as a swappable item).");
return;
}
var linkedItems = GetLinkedItemsToSwap(itemToRemove);
int price = 0;
if (!itemToRemove.AvailableSwaps.Contains(itemToInstall))
{
price = itemToInstall.SwappableItem.GetPrice(Campaign.Map?.CurrentLocation) * linkedItems.Count;
}
if (force)
{
price = 0;
}
if (Campaign.GetWallet(client).TryDeduct(price))
{
PurchasedItemSwaps.RemoveAll(p => linkedItems.Contains(p.ItemToRemove));
if (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer)
{
// only make the NPC speak if more than 5 minutes have passed since the last purchased service
if (lastUpgradeSpeak == DateTime.MinValue || lastUpgradeSpeak.AddMinutes(5) < DateTime.Now)
{
UpgradeNPCSpeak(TextManager.Get("Dialog.UpgradePurchased").Value, Campaign.IsSinglePlayer);
lastUpgradeSpeak = DateTime.Now;
}
}
GameAnalyticsManager.AddMoneySpentEvent(price, GameAnalyticsManager.MoneySink.SubmarineWeapon, itemToInstall.Identifier.Value);
foreach (Item itemToSwap in linkedItems)
{
itemToSwap.AvailableSwaps.Add(itemToSwap.Prefab);
if (itemToInstall != null && !itemToSwap.AvailableSwaps.Contains(itemToInstall))
{
itemToSwap.PurchasedNewSwap = true;
itemToSwap.AvailableSwaps.Add(itemToInstall);
}
if (itemToSwap.Prefab != itemToInstall && itemToInstall != null)
{
itemToSwap.PendingItemSwap = itemToInstall;
PurchasedItemSwaps.Add(new PurchasedItemSwap(itemToSwap, itemToInstall));
DebugLog($"CLIENT: Swapped item \"{itemToSwap.Name}\" with \"{itemToInstall.Name}\".", Color.Orange);
}
else
{
DebugLog($"CLIENT: Cancelled swapping the item \"{itemToSwap.Name}\" with \"{(itemToSwap.PendingItemSwap?.Name ?? null)}\".", Color.Orange);
}
}
OnUpgradesChanged?.Invoke();
}
else
{
DebugConsole.ThrowError("Tried to swap an item with insufficient funds, the transaction has not been completed.\n" +
$"Item to remove: {itemToRemove.Name}, Item to install: {itemToInstall.Name}, Cost: {price}, Have: {Campaign.GetWallet(client).Balance}");
}
}
/// <summary>
/// Cancels the currently pending item swap, or uninstalls the item if there's no swap pending
/// </summary>
public void CancelItemSwap(Item itemToRemove, bool force = false)
{
if (!CanUpgradeSub())
{
DebugConsole.ThrowError("Cannot swap items when switching to another submarine.");
return;
}
if (itemToRemove?.PendingItemSwap == null && (itemToRemove?.Prefab.SwappableItem?.ReplacementOnUninstall.IsEmpty ?? true))
{
DebugConsole.ThrowError($"Cannot uninstall item \"{itemToRemove?.Name}\" (no replacement item configured).");
return;
}
SwappableItem? swappableItem = itemToRemove.Prefab.SwappableItem;
if (swappableItem == null)
{
DebugConsole.ThrowError($"Failed to uninstall item \"{itemToRemove.Name}\" (not configured as a swappable item).");
return;
}
if (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer)
{
// only make the NPC speak if more than 5 minutes have passed since the last purchased service
if (lastUpgradeSpeak == DateTime.MinValue || lastUpgradeSpeak.AddMinutes(5) < DateTime.Now)
{
UpgradeNPCSpeak(TextManager.Get("Dialog.UpgradePurchased").Value, Campaign.IsSinglePlayer);
lastUpgradeSpeak = DateTime.Now;
}
}
var linkedItems = GetLinkedItemsToSwap(itemToRemove);
foreach (Item itemToCancel in linkedItems)
{
if (itemToCancel.PendingItemSwap == null)
{
var replacement = MapEntityPrefab.Find("", swappableItem.ReplacementOnUninstall) as ItemPrefab;
if (replacement == null)
{
DebugConsole.ThrowError($"Failed to uninstall item \"{itemToCancel.Name}\". Could not find the replacement item \"{swappableItem.ReplacementOnUninstall}\".");
return;
}
PurchasedItemSwaps.RemoveAll(p => p.ItemToRemove == itemToCancel);
PurchasedItemSwaps.Add(new PurchasedItemSwap(itemToCancel, replacement));
DebugLog($"Uninstalled item item \"{itemToCancel.Name}\".", Color.Orange);
itemToCancel.PendingItemSwap = replacement;
}
else
{
PurchasedItemSwaps.RemoveAll(p => p.ItemToRemove == itemToCancel);
DebugLog($"Cancelled swapping the item \"{itemToCancel.Name}\" with \"{itemToCancel.PendingItemSwap.Name}\".", Color.Orange);
itemToCancel.PendingItemSwap = null;
}
}
#if CLIENT
OnUpgradesChanged?.Invoke();
#endif
}
public List<Item> GetLinkedItemsToSwap(Item item)
{
List<Item> linkedItems = new List<Item>() { item };
foreach (MapEntity linkedEntity in item.linkedTo)
{
foreach (MapEntity secondLinkedEntity in linkedEntity.linkedTo)
{
if (!(secondLinkedEntity is Item linkedItem) || linkedItem == item) { continue; }
if (linkedItem.AllowSwapping &&
linkedItem.Prefab.SwappableItem != null && (linkedItem.Prefab.SwappableItem.CanBeBought || item.Prefab.SwappableItem.ReplacementOnUninstall == ((MapEntity)linkedItem).Prefab.Identifier) &&
linkedItem.Prefab.SwappableItem.SwapIdentifier.Equals(item.Prefab.SwappableItem.SwapIdentifier, StringComparison.OrdinalIgnoreCase))
{
linkedItems.Add(linkedItem);
}
}
}
return linkedItems;
}
/// <summary>
/// Applies all our pending upgrades to the submarine.
/// </summary>
/// <remarks>
/// Upgrades are applied similarly to how items on the submarine are spawned at the start of the round.
/// Upgrades should be applied at the start of the round and after the round ends they are written into
/// the submarine save and saved there.
/// Because of the difficulty of accessing the actual Submarine object from and outpost or when the campaign UI is created
/// we modify levels that are shown on the store interface using campaign metadata.
///
/// This method should be called by both the client and the server during level generation.
/// <see cref="SetUpgradeLevel"/>
/// <seealso cref="GetUpgradeLevel"/>
/// </remarks>
public void ApplyUpgrades()
{
PurchasedUpgrades.Clear();
PurchasedItemSwaps.Clear();
if (Submarine.MainSub == null) { return; }
List<PurchasedUpgrade> pendingUpgrades = PendingUpgrades;
if (Level.Loaded is { Type: LevelData.LevelType.Outpost })
{
return;
}
if (GameMain.NetworkMember is { IsClient: true })
{
if (loadedUpgrades != null)
{
// client receives pending upgrades from the save file
pendingUpgrades = loadedUpgrades;
}
}
DebugConsole.Log("Applying upgrades...");
foreach (var (prefab, category, level) in pendingUpgrades)
{
int newLevel = BuyUpgrade(prefab, category, Submarine.MainSub, level);
DebugConsole.Log($" - {category.Identifier}.{prefab.Identifier} lvl. {level}, new: ({newLevel})");
SetUpgradeLevel(prefab, category, Math.Clamp(GetRealUpgradeLevel(prefab, category) + level, 0, prefab.MaxLevel));
}
PendingUpgrades.Clear();
loadedUpgrades?.Clear();
loadedUpgrades = null;
}
public void CreateUpgradeErrorMessage(string text, bool isSinglePlayer, Character character)
{
// 10 second cooldown on the error message but not the UI sound
if (lastErrorSpeak == DateTime.MinValue || lastErrorSpeak.AddSeconds(10) < DateTime.Now)
{
UpgradeNPCSpeak(text, isSinglePlayer, character);
lastErrorSpeak = DateTime.Now;
}
#if CLIENT
SoundPlayer.PlayUISound(GUISoundType.PickItemFail);
#endif
}
/// <summary>
/// Makes the NPC talk or if no NPC has been specified find the upgrade NPC and make it talk.
/// </summary>
/// <param name="text"></param>
/// <param name="isSinglePlayer"></param>
/// <param name="character">Optional NPC to make talk, if null tries to find one at the outpost.</param>
/// <remarks>
/// This might seem a bit spaghetti but it's the only way I could figure out how to do this and make it work
/// in both multiplayer and singleplayer because in multiplayer the client doesn't have access to SubmarineInfo.OutpostNPCs list
/// so we cannot find the upgrade NPC using that and the client cannot use Character.Speak anyways in multiplayer so the alternative
/// is to send network packages when interacting with the NPC.
/// </remarks>
partial void UpgradeNPCSpeak(string text, bool isSinglePlayer, Character? character = null);
/// <summary>
/// Validates that upgrade values stored in CampaignMetadata matches the values on the submarine and fixes any inconsistencies.
/// Should be called after every round start right after <see cref="ApplyUpgrades"/>
/// </summary>
/// <param name="submarine"></param>
public void SanityCheckUpgrades(Submarine submarine)
{
// check walls
foreach (Structure wall in submarine.GetWalls(UpgradeAlsoConnectedSubs))
{
foreach (UpgradeCategory category in UpgradeCategory.Categories)
{
foreach (UpgradePrefab prefab in UpgradePrefab.Prefabs)
{
int level = GetRealUpgradeLevel(prefab, category);
if (level == 0 || !prefab.IsWallUpgrade) { continue; }
Upgrade? upgrade = wall.GetUpgrade(prefab.Identifier);
bool isOverMax = IsOverMaxLevel(level, prefab);
if (isOverMax)
{
SetUpgradeLevel(prefab, category, prefab.MaxLevel);
level = prefab.MaxLevel;
}
if (upgrade == null || upgrade.Level != level || isOverMax)
{
DebugLog($"{((MapEntity)wall).Prefab.Name} has incorrect \"{prefab.Name}\" level! Expected {level} but got {upgrade?.Level ?? 0}. Fixing...");
FixUpgradeOnItem(wall, prefab, level);
}
}
}
}
// Check items
foreach (Item item in submarine.GetItems(UpgradeAlsoConnectedSubs))
{
foreach (UpgradeCategory category in UpgradeCategory.Categories)
{
foreach (UpgradePrefab prefab in UpgradePrefab.Prefabs)
{
if (!category.CanBeApplied(item, prefab)) { continue; }
int level = GetRealUpgradeLevel(prefab, category);
if (level == 0) { continue; }
Upgrade? upgrade = item.GetUpgrade(prefab.Identifier);
bool isOverMax = IsOverMaxLevel(level, prefab);
if (isOverMax)
{
SetUpgradeLevel(prefab, category, prefab.MaxLevel);
level = prefab.MaxLevel;
}
if (upgrade == null || upgrade.Level != level || isOverMax)
{
DebugLog($"{((MapEntity)item).Prefab.Name} has incorrect \"{prefab.Name}\" level! Expected {level} but got {upgrade?.Level ?? 0}{(isOverMax ? " (Over max level!)" : string.Empty)}. Fixing...");
FixUpgradeOnItem(item, prefab, level);
}
}
}
}
static bool IsOverMaxLevel(int level, UpgradePrefab prefab) => level > prefab.MaxLevel;
}
private static void FixUpgradeOnItem(ISerializableEntity target, UpgradePrefab prefab, int level)
{
if (target is MapEntity mapEntity)
{
mapEntity.SetUpgrade(new Upgrade(target, prefab, level), false);
}
}
/// <summary>
/// Applies an upgrade on the submarine, should be called by <see cref="ApplyUpgrades"/> when the round starts.
/// </summary>
/// <param name="prefab"></param>
/// <param name="category"></param>
/// <param name="submarine"></param>
/// <param name="level"></param>
/// <returns>New level that was applied, -1 if no upgrades were applied.</returns>
private static int BuyUpgrade(UpgradePrefab prefab, UpgradeCategory category, Submarine submarine, int level = 1, Submarine? parentSub = null)
{
int? newLevel = null;
if (category.IsWallUpgrade)
{
foreach (Structure structure in submarine.GetWalls(UpgradeAlsoConnectedSubs))
{
Upgrade upgrade = new Upgrade(structure, prefab, level);
structure.AddUpgrade(upgrade, createNetworkEvent: false);
Upgrade? newUpgrade = structure.GetUpgrade(prefab.Identifier);
if (newUpgrade != null)
{
SanityCheck(newUpgrade, structure);
newLevel ??= newUpgrade.Level;
}
}
}
else
{
foreach (Item item in submarine.GetItems(UpgradeAlsoConnectedSubs))
{
if (category.CanBeApplied(item, prefab))
{
Upgrade upgrade = new Upgrade(item, prefab, level);
item.AddUpgrade(upgrade, createNetworkEvent: false);
Upgrade? newUpgrade = item.GetUpgrade(prefab.Identifier);
if (newUpgrade != null)
{
SanityCheck(newUpgrade, item);
newLevel ??= newUpgrade.Level;
}
}
}
}
foreach (Submarine loadedSub in Submarine.Loaded.Where(sub => sub != submarine))
{
if (loadedSub == parentSub) { continue; }
XElement? root = loadedSub.Info?.SubmarineElement;
if (root == null) { continue; }
if (root.Name.ToString().Equals("LinkedSubmarine", StringComparison.OrdinalIgnoreCase))
{
if (root.Attribute("location") == null) { continue; }
// Check if this is our linked submarine
ushort dockingPortID = (ushort) root.GetAttributeInt("originallinkedto", 0);
if (dockingPortID > 0 && submarine.GetItems(true).Any(item => item.ID == dockingPortID))
{
BuyUpgrade(prefab, category, loadedSub, level, submarine);
}
}
}
return newLevel ?? -1;
void SanityCheck(Upgrade newUpgrade, MapEntity target)
{
if (newLevel != null && newLevel != newUpgrade.Level)
{
// automatically fix this if it ever happens?
DebugConsole.AddWarning($"The upgrade {newUpgrade.Prefab.Name} in {target.Name} has a different level compared to other items! \n" +
$"Expected level was ${newLevel} but got {newUpgrade.Level} instead.");
}
}
}
/// <summary>
/// Gets the progress that is shown on the store interface.
/// Includes values stored in the metadata and <see cref="PendingUpgrades"/>
/// </summary>
/// <param name="prefab"></param>
/// <param name="category"></param>
/// <returns></returns>
public int GetUpgradeLevel(UpgradePrefab prefab, UpgradeCategory category)
{
if (!Metadata.HasKey(FormatIdentifier(prefab, category))) { return GetPendingLevel(); }
return GetRealUpgradeLevel(prefab, category) + GetPendingLevel();
int GetPendingLevel()
{
PurchasedUpgrade? upgrade = FindMatchingUpgrade(prefab, category);
return upgrade?.Level ?? 0;
}
}
/// <summary>
/// Gets the level of the upgrade that is stored in the metadata.
/// </summary>
/// <param name="prefab"></param>
/// <param name="category"></param>
/// <returns></returns>
public int GetRealUpgradeLevel(UpgradePrefab prefab, UpgradeCategory category)
{
return !Metadata.HasKey(FormatIdentifier(prefab, category)) ? 0 : Metadata.GetInt(FormatIdentifier(prefab, category), 0);
}
/// <summary>
/// Stores the target upgrade level in the campaign metadata.
/// </summary>
/// <param name="prefab"></param>
/// <param name="category"></param>
/// <param name="level"></param>
private void SetUpgradeLevel(UpgradePrefab prefab, UpgradeCategory category, int level)
{
Metadata.SetValue(FormatIdentifier(prefab, category), level);
}
public bool CanUpgradeSub()
{
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) { return CanUpgrade; }
return Campaign.PendingSubmarineSwitch == null;
}
public void Save(XElement? parent)
{
if (parent == null) { return; }
var upgradeManagerElement = new XElement("upgrademanager");
parent.Add(upgradeManagerElement);
SavePendingUpgrades(upgradeManagerElement, PendingUpgrades);
}
private void SavePendingUpgrades(XElement? parent, List<PurchasedUpgrade> upgrades)
{
if (parent == null) { return; }
DebugConsole.Log("Saving pending upgrades to save file...");
XElement upgradeElement = new XElement("PendingUpgrades");
foreach (var (prefab, category, level) in upgrades)
{
upgradeElement.Add(new XElement("PendingUpgrade",
new XAttribute("category", category.Identifier),
new XAttribute("prefab", prefab.Identifier),
new XAttribute("level", level)));
}
DebugConsole.Log($"Saved {upgradeElement.Elements().Count()} pending upgrades.");
parent.Add(upgradeElement);
}
private void LoadPendingUpgrades(XElement? element, bool isSingleplayer = true)
{
if (!(element is { HasElements: true })) { return; }
List<PurchasedUpgrade> pendingUpgrades = new List<PurchasedUpgrade>();
// ReSharper disable once LoopCanBeConvertedToQuery
foreach (XElement upgrade in element.Elements())
{
Identifier categoryIdentifier = upgrade.GetAttributeIdentifier("category", Identifier.Empty);
UpgradeCategory? category = UpgradeCategory.Find(categoryIdentifier);
if (categoryIdentifier.IsEmpty || category == null) { continue; }
Identifier prefabIdentifier = upgrade.GetAttributeIdentifier("prefab", Identifier.Empty);
UpgradePrefab? prefab = UpgradePrefab.Find(prefabIdentifier);
if (prefabIdentifier.IsEmpty || prefab == null) { continue; }
int level = upgrade.GetAttributeInt("level", -1);
if (level < 0) { continue; }
pendingUpgrades.Add(new PurchasedUpgrade(prefab, category, level));
}
#if CLIENT
if (isSingleplayer)
{
SetPendingUpgrades(pendingUpgrades);
}
else
{
loadedUpgrades = pendingUpgrades;
}
#else
SetPendingUpgrades(pendingUpgrades);
#endif
}
public static void LogError(string text, Dictionary<string, object?> data, Exception? e = null)
{
string error = $"{text}\n";
foreach (var (label, value) in data)
{
error += $" - {label}: {value ?? "NULL"}\n";
}
DebugConsole.ThrowError(error.TrimEnd('\n'), e);
}
/// <summary>
/// Used to sync the pending upgrades list in multiplayer.
/// </summary>
/// <param name="upgrades"></param>
public void SetPendingUpgrades(List<PurchasedUpgrade> upgrades)
{
PendingUpgrades.Clear();
PendingUpgrades.AddRange(upgrades);
OnUpgradesChanged?.Invoke();
}
public static void DebugLog(string msg, Color? color = null)
{
#if DEBUG
DebugConsole.NewMessage(msg, color ?? Color.GreenYellow);
#else
DebugConsole.Log(msg);
#endif
}
private PurchasedUpgrade? FindMatchingUpgrade(UpgradePrefab prefab, UpgradeCategory category) => PendingUpgrades.Find(u => u.Prefab == prefab && u.Category == category);
private static Identifier FormatIdentifier(UpgradePrefab prefab, UpgradeCategory category) => $"upgrade.{category.Identifier}.{prefab.Identifier}".ToIdentifier();
}
}