- Clients can be given a permission to manage the campaign (atm selecting which location to head towards and buying items). - Syncing cargomanager state with clients. - Misc fixes.
95 lines
2.5 KiB
C#
95 lines
2.5 KiB
C#
using Microsoft.Xna.Framework;
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using System;
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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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class CargoManager
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{
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private readonly List<ItemPrefab> purchasedItems;
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private readonly CampaignMode campaign;
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public Action OnItemsChanged;
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public List<ItemPrefab> PurchasedItems
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{
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get { return purchasedItems; }
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}
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public CargoManager(CampaignMode campaign)
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{
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purchasedItems = new List<ItemPrefab>();
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this.campaign = campaign;
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}
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public void SetPurchasedItems(List<ItemPrefab> items)
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{
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purchasedItems.Clear();
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purchasedItems.AddRange(items);
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OnItemsChanged?.Invoke();
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}
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public void PurchaseItem(ItemPrefab item)
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{
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campaign.Money -= item.Price;
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purchasedItems.Add(item);
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OnItemsChanged?.Invoke();
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}
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public void SellItem(ItemPrefab item)
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{
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campaign.Money += item.Price;
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purchasedItems.Remove(item);
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OnItemsChanged?.Invoke();
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}
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public int GetTotalItemCost()
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{
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return purchasedItems.Sum(i => i.Price);
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}
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public void CreateItems()
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{
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WayPoint wp = WayPoint.GetRandom(SpawnType.Cargo, null, Submarine.MainSub);
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if (wp == null)
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{
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DebugConsole.ThrowError("The submarine must have a waypoint marked as Cargo for bought items to be placed correctly!");
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return;
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}
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Hull cargoRoom = Hull.FindHull(wp.WorldPosition);
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if (cargoRoom == null)
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{
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DebugConsole.ThrowError("A waypoint marked as Cargo must be placed inside a room!");
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return;
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}
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foreach (ItemPrefab prefab in purchasedItems)
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{
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Vector2 position = new Vector2(
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Rand.Range(cargoRoom.Rect.X + 20, cargoRoom.Rect.Right - 20),
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cargoRoom.Rect.Y - cargoRoom.Rect.Height + prefab.Size.Y/2);
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if (GameMain.Server != null)
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{
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Entity.Spawner.AddToSpawnQueue(prefab, position, wp.Submarine);
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}
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else
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{
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new Item(prefab, position, wp.Submarine);
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}
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}
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purchasedItems.Clear();
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}
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}
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}
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