Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/GameSession/CargoManager.cs
2019-07-27 20:20:43 +03:00

223 lines
8.3 KiB
C#

using Barotrauma.Items.Components;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
namespace Barotrauma
{
class PurchasedItem
{
public readonly ItemPrefab ItemPrefab;
public int Quantity;
public PurchasedItem(ItemPrefab itemPrefab, int quantity)
{
this.ItemPrefab = itemPrefab;
this.Quantity = quantity;
}
}
class CargoManager
{
private readonly List<PurchasedItem> purchasedItems;
private readonly CampaignMode campaign;
public Action OnItemsChanged;
public List<PurchasedItem> PurchasedItems
{
get { return purchasedItems; }
}
public CargoManager(CampaignMode campaign)
{
purchasedItems = new List<PurchasedItem>();
this.campaign = campaign;
}
public void SetPurchasedItems(List<PurchasedItem> items)
{
purchasedItems.Clear();
purchasedItems.AddRange(items);
OnItemsChanged?.Invoke();
}
public void PurchaseItem(ItemPrefab item, int quantity = 1)
{
PurchasedItem purchasedItem = PurchasedItems.Find(pi => pi.ItemPrefab == item);
if (purchasedItem != null && quantity == 1)
{
campaign.Money -= item.GetPrice(campaign.Map.CurrentLocation).BuyPrice;
purchasedItem.Quantity += 1;
}
else
{
campaign.Money -= item.GetPrice(campaign.Map.CurrentLocation).BuyPrice * quantity;
purchasedItem = new PurchasedItem(item, quantity);
purchasedItems.Add(purchasedItem);
}
OnItemsChanged?.Invoke();
}
public void SellItem(PurchasedItem purchasedItem, int quantity = 1)
{
quantity = Math.Min(purchasedItem.Quantity, quantity);
campaign.Money += purchasedItem.ItemPrefab.GetPrice(campaign.Map.CurrentLocation).BuyPrice * quantity;
purchasedItem.Quantity -= quantity;
if (purchasedItem != null && purchasedItem.Quantity <= 0)
{
PurchasedItems.Remove(purchasedItem);
}
OnItemsChanged?.Invoke();
}
public int GetTotalItemCost()
{
if (purchasedItems == null) return 0;
return purchasedItems.Sum(i => i.ItemPrefab.GetPrice(campaign.Map.CurrentLocation).BuyPrice * i.Quantity);
}
public void CreateItems()
{
CreateItems(purchasedItems);
OnItemsChanged?.Invoke();
}
public static void CreateItems(List<PurchasedItem> itemsToSpawn)
{
if (itemsToSpawn.Count == 0) { return; }
WayPoint wp = WayPoint.GetRandom(SpawnType.Cargo, null, Submarine.MainSub);
if (wp == null)
{
DebugConsole.ThrowError("The submarine must have a waypoint marked as Cargo for bought items to be placed correctly!");
return;
}
Hull cargoRoom = Hull.FindHull(wp.WorldPosition);
if (cargoRoom == null)
{
DebugConsole.ThrowError("A waypoint marked as Cargo must be placed inside a room!");
return;
}
#if CLIENT
new GUIMessageBox("", TextManager.GetWithVariable("CargoSpawnNotification", "[roomname]", cargoRoom.DisplayName, true));
#endif
Dictionary<ItemContainer, int> availableContainers = new Dictionary<ItemContainer, int>();
ItemPrefab containerPrefab = null;
foreach (PurchasedItem pi in itemsToSpawn)
{
Vector2 position = new Vector2(
Rand.Range(cargoRoom.Rect.X + 20, cargoRoom.Rect.Right - 20),
cargoRoom.Rect.Y - cargoRoom.Rect.Height + pi.ItemPrefab.Size.Y / 2);
ItemContainer itemContainer = null;
if (!string.IsNullOrEmpty(pi.ItemPrefab.CargoContainerIdentifier))
{
itemContainer = availableContainers.Keys.ToList().Find(ac =>
ac.Item.Prefab.Identifier == pi.ItemPrefab.CargoContainerIdentifier ||
ac.Item.Prefab.Tags.Contains(pi.ItemPrefab.CargoContainerIdentifier.ToLowerInvariant()));
if (itemContainer == null)
{
containerPrefab = MapEntityPrefab.List.Find(ep =>
ep.Identifier == pi.ItemPrefab.CargoContainerIdentifier ||
(ep.Tags != null && ep.Tags.Contains(pi.ItemPrefab.CargoContainerIdentifier.ToLowerInvariant()))) as ItemPrefab;
if (containerPrefab == null)
{
DebugConsole.ThrowError("Cargo spawning failed - could not find the item prefab for container \"" + containerPrefab.Name + "\"!");
continue;
}
Item containerItem = new Item(containerPrefab, position, wp.Submarine);
itemContainer = containerItem.GetComponent<ItemContainer>();
if (itemContainer == null)
{
DebugConsole.ThrowError("Cargo spawning failed - container \"" + containerItem.Name + "\" does not have an ItemContainer component!");
continue;
}
availableContainers.Add(itemContainer, itemContainer.Capacity);
#if SERVER
if (GameMain.Server != null)
{
Entity.Spawner.CreateNetworkEvent(itemContainer.Item, false);
}
#endif
}
}
for (int i = 0; i < pi.Quantity; i++)
{
if (itemContainer == null)
{
//no container, place at the waypoint
#if SERVER
if (GameMain.Server != null)
{
Entity.Spawner.AddToSpawnQueue(pi.ItemPrefab, position, wp.Submarine);
}
else
{
#endif
new Item(pi.ItemPrefab, position, wp.Submarine);
#if SERVER
}
#endif
continue;
}
//if the intial container has been removed due to it running out of space, add a new container
//of the same type and begin filling it
if (!availableContainers.ContainsKey(itemContainer))
{
Item containerItemOverFlow = new Item(containerPrefab, position, wp.Submarine);
itemContainer = containerItemOverFlow.GetComponent<ItemContainer>();
availableContainers.Add(itemContainer, itemContainer.Capacity);
#if SERVER
if (GameMain.Server != null)
{
Entity.Spawner.CreateNetworkEvent(itemContainer.Item, false);
}
#endif
}
//place in the container
#if SERVER
if (GameMain.Server != null)
{
Entity.Spawner.AddToSpawnQueue(pi.ItemPrefab, itemContainer.Inventory);
}
else
{
#endif
var item = new Item(pi.ItemPrefab, position, wp.Submarine);
itemContainer.Inventory.TryPutItem(item, null);
#if SERVER
}
#endif
//reduce the number of available slots in the container
//if there is a container
if (availableContainers.ContainsKey(itemContainer))
{
availableContainers[itemContainer]--;
}
if (availableContainers.ContainsKey(itemContainer) && availableContainers[itemContainer] <= 0)
{
availableContainers.Remove(itemContainer);
}
}
}
itemsToSpawn.Clear();
}
}
}