186 lines
8.0 KiB
C#
186 lines
8.0 KiB
C#
using Barotrauma.Extensions;
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using System.Collections.Generic;
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using System.Linq;
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namespace Barotrauma
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{
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partial class CargoManager
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{
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private class SoldEntity
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{
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public enum SellStatus
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{
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/// <summary>
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/// Entity sold in SP. Or, entity sold by client and confirmed by server in MP.
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/// </summary>
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Confirmed,
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/// <summary>
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/// Entity sold by client in MP. Client has received at least one update from server after selling, but this entity wasn't yet confirmed.
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/// </summary>
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Unconfirmed,
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/// <summary>
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/// Entity sold by client in MP. Client hasn't yet received an update from server after selling.
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/// </summary>
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Local
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}
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public Item Item { get; }
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public SellStatus Status { get; set; }
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private SoldEntity(Item item, SellStatus status)
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{
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Item = item;
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Status = status;
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}
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public static SoldEntity CreateInSinglePlayer(Item item) => new SoldEntity(item, SellStatus.Confirmed);
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public static SoldEntity CreateInMultiPlayer(Item item) => new SoldEntity(item, SellStatus.Local);
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}
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private List<SoldEntity> SoldEntities { get; } = new List<SoldEntity>();
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public IEnumerable<Item> GetSellableItems(Character character)
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{
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if (character == null) { return new List<Item>(); }
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// Only consider items which have been:
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// a) sold in singleplayer or confirmed by server (SellStatus.Confirmed); or
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// b) sold locally in multiplayer (SellStatus.Local), but the client has not received a campaing state update yet after selling them
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var confirmedSoldEntities = SoldEntities.Where(se => se.Status != SoldEntity.SellStatus.Unconfirmed);
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// The bag slot is intentionally left out since we want to be able to sell items from there
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var equipmentSlots = new List<InvSlotType>() { InvSlotType.Head, InvSlotType.InnerClothes, InvSlotType.OuterClothes, InvSlotType.Headset, InvSlotType.Card };
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return character.Inventory.FindAllItems(item =>
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{
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if (item.SpawnedInOutpost) { return false; }
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if (!item.Prefab.AllowSellingWhenBroken && item.ConditionPercentage < 90.0f) { return false; }
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if (confirmedSoldEntities.Any(it => it.Item == item)) { return false; }
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// There must be no contained items or the contained items must be confirmed as sold
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if (!item.ContainedItems.All(it => confirmedSoldEntities.Any(se => se.Item == it))) { return false; }
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// Item must be in a non-equipment slot if possible
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if (!item.AllowedSlots.All(s => equipmentSlots.Contains(s)) && IsInEquipmentSlot(item)) { return false; }
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// Item must not be contained inside an item in an equipment slot
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if (item.GetRootContainer() is Item rootContainer && IsInEquipmentSlot(rootContainer)) { return false; }
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return true;
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}, recursive: true).Distinct();
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bool IsInEquipmentSlot(Item item)
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{
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foreach (InvSlotType slot in equipmentSlots)
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{
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if (character.Inventory.IsInLimbSlot(item, slot)) { return true; }
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}
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return false;
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}
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}
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public void SetItemsInBuyCrate(List<PurchasedItem> items)
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{
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ItemsInBuyCrate.Clear();
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ItemsInBuyCrate.AddRange(items);
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OnItemsInBuyCrateChanged?.Invoke();
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}
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public void SetSoldItems(List<SoldItem> items)
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{
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SoldItems.Clear();
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SoldItems.AddRange(items);
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foreach (SoldEntity se in SoldEntities)
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{
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if (se.Status == SoldEntity.SellStatus.Confirmed) { continue; }
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if (SoldItems.Any(si => si.ID == se.Item.ID && si.ItemPrefab == se.Item.Prefab && (GameMain.Client == null || GameMain.Client.ID == si.SellerID)))
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{
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se.Status = SoldEntity.SellStatus.Confirmed;
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}
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else
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{
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se.Status = SoldEntity.SellStatus.Unconfirmed;
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}
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}
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OnSoldItemsChanged?.Invoke();
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}
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public void ModifyItemQuantityInSellCrate(ItemPrefab itemPrefab, int changeInQuantity)
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{
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PurchasedItem itemToSell = ItemsInSellCrate.Find(i => i.ItemPrefab == itemPrefab);
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if (itemToSell != null)
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{
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itemToSell.Quantity += changeInQuantity;
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if (itemToSell.Quantity < 1)
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{
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ItemsInSellCrate.Remove(itemToSell);
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}
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}
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else if (changeInQuantity > 0)
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{
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itemToSell = new PurchasedItem(itemPrefab, changeInQuantity);
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ItemsInSellCrate.Add(itemToSell);
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}
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OnItemsInSellCrateChanged?.Invoke();
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}
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public void SellItems(List<PurchasedItem> itemsToSell)
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{
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var itemsInInventory = GetSellableItems(Character.Controlled);
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var canAddToRemoveQueue = campaign.IsSinglePlayer && Entity.Spawner != null;
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var sellerId = GameMain.Client?.ID ?? 0;
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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> sellValues = GetSellValuesAtCurrentLocation(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 * sellValues[item.ItemPrefab];
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// check if the store can afford the item
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if (Location.StoreCurrentBalance < itemValue) { continue; }
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// TODO: Write logic for prioritizing certain items over others (e.g. lone Battery Cell should be preferred over one inside a Stun Baton)
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var matchingItems = itemsInInventory.Where(i => i.Prefab == item.ItemPrefab);
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if (matchingItems.Count() <= item.Quantity)
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{
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foreach (Item i in matchingItems)
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{
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SoldItems.Add(new SoldItem(i.Prefab, i.ID, canAddToRemoveQueue, sellerId));
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SoldEntities.Add(campaign.IsSinglePlayer ? SoldEntity.CreateInSinglePlayer(i) : SoldEntity.CreateInMultiPlayer(i));
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if (canAddToRemoveQueue) { Entity.Spawner.AddToRemoveQueue(i); }
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}
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}
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else
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{
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for (int i = 0; i < item.Quantity; i++)
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{
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var matchingItem = matchingItems.ElementAt(i);
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SoldItems.Add(new SoldItem(matchingItem.Prefab, matchingItem.ID, canAddToRemoveQueue, sellerId));
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SoldEntities.Add(campaign.IsSinglePlayer ? SoldEntity.CreateInSinglePlayer(matchingItem) : SoldEntity.CreateInMultiPlayer(matchingItem));
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if (canAddToRemoveQueue) { Entity.Spawner.AddToRemoveQueue(matchingItem); }
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}
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}
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// Exchange money
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Location.StoreCurrentBalance -= itemValue;
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campaign.Money += itemValue;
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// Remove from the sell crate
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if (ItemsInSellCrate.Find(pi => pi.ItemPrefab == item.ItemPrefab) is { } itemToSell)
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{
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itemToSell.Quantity -= item.Quantity;
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if (itemToSell.Quantity < 1)
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{
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ItemsInSellCrate.Remove(itemToSell);
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}
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}
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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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SoldEntities.Clear();
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}
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}
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}
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