Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/ClientSource/GameSession/CargoManager.cs
2023-12-14 16:11:27 +02:00

220 lines
10 KiB
C#

using Barotrauma.Extensions;
using Barotrauma.Items.Components;
using System;
using System.Collections.Generic;
using System.Linq;
namespace Barotrauma
{
partial class CargoManager
{
private List<SoldEntity> SoldEntities { get; } = new List<SoldEntity>();
// The bag slot is intentionally left out since we want to be able to sell items from there
private static readonly HashSet<InvSlotType> equipmentSlots = new HashSet<InvSlotType>()
{
InvSlotType.Head,
InvSlotType.InnerClothes,
InvSlotType.OuterClothes,
InvSlotType.Headset,
InvSlotType.Card,
InvSlotType.HealthInterface
};
public IEnumerable<Item> GetSellableItems(Character character)
{
if (character == null) { return new List<Item>(); }
var confirmedSoldEntities = GetConfirmedSoldEntities();
return character.Inventory.FindAllItems(item =>
{
if (!IsItemSellable(item, confirmedSoldEntities)) { return false; }
// Item must be in a non-equipment slot if possible
if (!item.AllowedSlots.All(s => equipmentSlots.Contains(s)) && IsInEquipmentSlot(item)) { return false; }
// Item must not be contained inside an item in an equipment slot
if (item.RootContainer is Item rootContainer && IsInEquipmentSlot(rootContainer)) { return false; }
return true;
}, recursive: true).Distinct();
bool IsInEquipmentSlot(Item item)
{
foreach (InvSlotType slot in equipmentSlots)
{
if (character.Inventory.IsInLimbSlot(item, slot)) { return true; }
}
return false;
}
}
private IEnumerable<SoldEntity> GetConfirmedSoldEntities()
{
// Only consider items which have been:
// a) sold in singleplayer or confirmed by server (SellStatus.Confirmed); or
// b) sold locally in multiplayer (SellStatus.Local), but the client has not received a campaing state update yet after selling them
return SoldEntities.Where(se => se.Status != SoldEntity.SellStatus.Unconfirmed);
}
public void SetItemsInBuyCrate(Dictionary<Identifier, List<PurchasedItem>> items)
{
ItemsInBuyCrate.Clear();
foreach (var entry in items)
{
ItemsInBuyCrate.Add(entry.Key, entry.Value);
}
OnItemsInBuyCrateChanged?.Invoke(this);
}
public void SetItemsInSubSellCrate(Dictionary<Identifier, List<PurchasedItem>> items)
{
ItemsInSellFromSubCrate.Clear();
foreach (var entry in items)
{
ItemsInSellFromSubCrate.Add(entry.Key, entry.Value);
}
OnItemsInSellFromSubCrateChanged?.Invoke(this);
}
public void SetSoldItems(Dictionary<Identifier, List<SoldItem>> items)
{
if (SoldItems.Count == 0 && items.Count == 0) { return; }
SoldItems.Clear();
foreach (var entry in items)
{
SoldItems.Add(entry.Key, entry.Value);
}
foreach (var se in SoldEntities)
{
if (se.Status == SoldEntity.SellStatus.Confirmed) { continue; }
if (SoldItems.Any(si => si.Value.Any(si => Match(si, se, true))))
{
se.Status = SoldEntity.SellStatus.Confirmed;
}
else
{
se.Status = SoldEntity.SellStatus.Unconfirmed;
}
}
foreach (var soldItems in SoldItems.Values)
{
foreach (var si in soldItems)
{
if (si.Origin != SoldItem.SellOrigin.Submarine) { continue; }
if (!(SoldEntities.FirstOrDefault(se => se.Item == null && Match(si, se, false)) is SoldEntity soldEntityMatch)) { continue; }
if (!(Entity.FindEntityByID(si.ID) is Item item)) { continue; }
soldEntityMatch.SetItem(item);
soldEntityMatch.Status = SoldEntity.SellStatus.Confirmed;
}
}
OnSoldItemsChanged?.Invoke(this);
static bool Match(SoldItem soldItem, SoldEntity soldEntity, bool matchId)
{
if (soldItem.ItemPrefab != soldEntity.ItemPrefab) { return false; }
if (matchId && (soldEntity.Item == null || soldItem.ID != soldEntity.Item.ID)) { return false; }
if (soldItem.Origin == SoldItem.SellOrigin.Character && GameMain.Client != null && soldItem.SellerID != GameMain.Client.SessionId) { return false; }
return true;
}
}
public void ModifyItemQuantityInSellCrate(Identifier storeIdentifier, ItemPrefab itemPrefab, int changeInQuantity)
{
if (GetSellCrateItem(storeIdentifier, itemPrefab) is { } item)
{
item.Quantity += changeInQuantity;
if (item.Quantity < 1)
{
GetSellCrateItems(storeIdentifier)?.Remove(item);
}
}
else if (changeInQuantity > 0)
{
GetSellCrateItems(storeIdentifier, create: true).Add(new PurchasedItem(itemPrefab, changeInQuantity));
}
OnItemsInSellCrateChanged?.Invoke(this);
}
public void SellItems(Identifier storeIdentifier, List<PurchasedItem> itemsToSell, Store.StoreTab sellingMode)
{
IEnumerable<Item> sellableItems;
try
{
sellableItems = sellingMode switch
{
Store.StoreTab.Sell => GetSellableItems(Character.Controlled),
Store.StoreTab.SellSub => GetSellableItemsFromSub(),
_ => throw new NotImplementedException()
};
}
catch (NotImplementedException e)
{
DebugConsole.LogError($"Error selling items: unknown store tab type \"{sellingMode}\".\n{e.StackTrace.CleanupStackTrace()}");
return;
}
bool canAddToRemoveQueue = campaign.IsSinglePlayer && Entity.Spawner != null;
byte sellerId = GameMain.Client?.SessionId ?? 0;
// Check all the prices before starting the transaction to make sure the modifiers stay the same for the whole transaction
var sellValues = GetSellValuesAtCurrentLocation(storeIdentifier, itemsToSell.Select(i => i.ItemPrefab));
if (!(Location.GetStore(storeIdentifier) is { } store))
{
DebugConsole.LogError($"Error selling items at {Location}: no store with identifier \"{storeIdentifier}\" exists.\n{Environment.StackTrace.CleanupStackTrace()}");
return;
}
var storeSpecificSoldItems = GetSoldItems(storeIdentifier, create: true);
foreach (var item in itemsToSell)
{
int itemValue = item.Quantity * sellValues[item.ItemPrefab];
// check if the store can afford the item
if (store.Balance < itemValue) { continue; }
// TODO: Write logic for prioritizing certain items over others (e.g. lone Battery Cell should be preferred over one inside a Stun Baton)
var matchingItems = sellableItems.Where(i => i.Prefab == item.ItemPrefab);
int count = Math.Min(item.Quantity, matchingItems.Count());
SoldItem.SellOrigin origin = sellingMode == Store.StoreTab.Sell ? SoldItem.SellOrigin.Character : SoldItem.SellOrigin.Submarine;
if (origin == SoldItem.SellOrigin.Character || GameMain.IsSingleplayer)
{
for (int i = 0; i < count; i++)
{
var matchingItem = matchingItems.ElementAt(i);
storeSpecificSoldItems.Add(new SoldItem(matchingItem.Prefab, matchingItem.ID, canAddToRemoveQueue, sellerId, origin));
SoldEntities.Add(new SoldEntity(matchingItem, campaign.IsSinglePlayer ? SoldEntity.SellStatus.Confirmed : SoldEntity.SellStatus.Local));
if (canAddToRemoveQueue) { Entity.Spawner.AddItemToRemoveQueue(matchingItem); }
}
}
else
{
// When selling from the sub in multiplayer, the server will determine the items that are sold
for (int i = 0; i < count; i++)
{
storeSpecificSoldItems.Add(new SoldItem(item.ItemPrefab, Entity.NullEntityID, canAddToRemoveQueue, sellerId, origin));
SoldEntities.Add(new SoldEntity(item.ItemPrefab, SoldEntity.SellStatus.Local));
}
}
// Exchange money
store.Balance -= itemValue;
if (GameMain.IsSingleplayer)
{
campaign.Bank.Give(itemValue);
}
GameAnalyticsManager.AddMoneyGainedEvent(itemValue, GameAnalyticsManager.MoneySource.Store, item.ItemPrefab.Identifier.Value);
// Remove from the sell crate
var sellCrate = (sellingMode == Store.StoreTab.Sell ? GetSellCrateItems(storeIdentifier) : GetSubCrateItems(storeIdentifier));
if (sellCrate?.Find(pi => pi.ItemPrefab == item.ItemPrefab) is { } itemToSell)
{
itemToSell.Quantity -= item.Quantity;
if (itemToSell.Quantity < 1)
{
sellCrate.Remove(itemToSell);
}
}
}
OnSoldItemsChanged?.Invoke(this);
}
public void ClearSoldItemsProjSpecific()
{
SoldItems.Clear();
SoldEntities.Clear();
}
}
}