220 lines
10 KiB
C#
220 lines
10 KiB
C#
using Barotrauma.Extensions;
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using Barotrauma.Items.Components;
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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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partial class CargoManager
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{
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private List<SoldEntity> SoldEntities { get; } = new List<SoldEntity>();
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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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private static readonly HashSet<InvSlotType> equipmentSlots = new HashSet<InvSlotType>()
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{
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InvSlotType.Head,
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InvSlotType.InnerClothes,
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InvSlotType.OuterClothes,
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InvSlotType.Headset,
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InvSlotType.Card,
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InvSlotType.HealthInterface
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};
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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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var confirmedSoldEntities = GetConfirmedSoldEntities();
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return character.Inventory.FindAllItems(item =>
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{
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if (!IsItemSellable(item, confirmedSoldEntities)) { 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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private IEnumerable<SoldEntity> GetConfirmedSoldEntities()
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{
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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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return SoldEntities.Where(se => se.Status != SoldEntity.SellStatus.Unconfirmed);
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}
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public void SetItemsInBuyCrate(Dictionary<Identifier, List<PurchasedItem>> items)
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{
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ItemsInBuyCrate.Clear();
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foreach (var entry in items)
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{
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ItemsInBuyCrate.Add(entry.Key, entry.Value);
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}
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OnItemsInBuyCrateChanged?.Invoke(this);
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}
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public void SetItemsInSubSellCrate(Dictionary<Identifier, List<PurchasedItem>> items)
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{
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ItemsInSellFromSubCrate.Clear();
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foreach (var entry in items)
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{
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ItemsInSellFromSubCrate.Add(entry.Key, entry.Value);
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}
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OnItemsInSellFromSubCrateChanged?.Invoke(this);
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}
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public void SetSoldItems(Dictionary<Identifier, List<SoldItem>> items)
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{
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if (SoldItems.Count == 0 && items.Count == 0) { return; }
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SoldItems.Clear();
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foreach (var entry in items)
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{
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SoldItems.Add(entry.Key, entry.Value);
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}
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foreach (var 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.Value.Any(si => Match(si, se, true))))
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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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foreach (var soldItems in SoldItems.Values)
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{
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foreach (var si in soldItems)
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{
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if (si.Origin != SoldItem.SellOrigin.Submarine) { continue; }
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if (!(SoldEntities.FirstOrDefault(se => se.Item == null && Match(si, se, false)) is SoldEntity soldEntityMatch)) { continue; }
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if (!(Entity.FindEntityByID(si.ID) is Item item)) { continue; }
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soldEntityMatch.SetItem(item);
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soldEntityMatch.Status = SoldEntity.SellStatus.Confirmed;
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}
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}
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OnSoldItemsChanged?.Invoke(this);
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static bool Match(SoldItem soldItem, SoldEntity soldEntity, bool matchId)
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{
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if (soldItem.ItemPrefab != soldEntity.ItemPrefab) { return false; }
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if (matchId && (soldEntity.Item == null || soldItem.ID != soldEntity.Item.ID)) { return false; }
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if (soldItem.Origin == SoldItem.SellOrigin.Character && GameMain.Client != null && soldItem.SellerID != GameMain.Client.SessionId) { return false; }
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return true;
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}
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}
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public void ModifyItemQuantityInSellCrate(Identifier storeIdentifier, ItemPrefab itemPrefab, int changeInQuantity)
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{
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if (GetSellCrateItem(storeIdentifier, itemPrefab) is { } item)
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{
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item.Quantity += changeInQuantity;
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if (item.Quantity < 1)
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{
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GetSellCrateItems(storeIdentifier)?.Remove(item);
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}
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}
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else if (changeInQuantity > 0)
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{
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GetSellCrateItems(storeIdentifier, create: true).Add(new PurchasedItem(itemPrefab, changeInQuantity));
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}
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OnItemsInSellCrateChanged?.Invoke(this);
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}
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public void SellItems(Identifier storeIdentifier, List<PurchasedItem> itemsToSell, Store.StoreTab sellingMode)
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{
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IEnumerable<Item> sellableItems;
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try
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{
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sellableItems = sellingMode switch
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{
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Store.StoreTab.Sell => GetSellableItems(Character.Controlled),
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Store.StoreTab.SellSub => GetSellableItemsFromSub(),
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_ => throw new NotImplementedException()
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};
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}
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catch (NotImplementedException e)
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{
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DebugConsole.LogError($"Error selling items: uknown store tab type \"{sellingMode}\".\n{e.StackTrace.CleanupStackTrace()}");
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return;
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}
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bool canAddToRemoveQueue = campaign.IsSinglePlayer && Entity.Spawner != null;
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byte sellerId = GameMain.Client?.SessionId ?? 0;
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// Check all the prices before starting the transaction to make sure the modifiers stay the same for the whole transaction
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var sellValues = GetSellValuesAtCurrentLocation(storeIdentifier, itemsToSell.Select(i => i.ItemPrefab));
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if (!(Location.GetStore(storeIdentifier) is { } store))
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{
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DebugConsole.LogError($"Error selling items at {Location}: no store with identifier \"{storeIdentifier}\" exists.\n{Environment.StackTrace.CleanupStackTrace()}");
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return;
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}
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var storeSpecificSoldItems = GetSoldItems(storeIdentifier, create: true);
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foreach (var item in itemsToSell)
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{
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int itemValue = item.Quantity * sellValues[item.ItemPrefab];
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// check if the store can afford the item
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if (store.Balance < 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 = sellableItems.Where(i => i.Prefab == item.ItemPrefab);
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int count = Math.Min(item.Quantity, matchingItems.Count());
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SoldItem.SellOrigin origin = sellingMode == Store.StoreTab.Sell ? SoldItem.SellOrigin.Character : SoldItem.SellOrigin.Submarine;
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if (origin == SoldItem.SellOrigin.Character || GameMain.IsSingleplayer)
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{
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for (int i = 0; i < count; i++)
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{
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var matchingItem = matchingItems.ElementAt(i);
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storeSpecificSoldItems.Add(new SoldItem(matchingItem.Prefab, matchingItem.ID, canAddToRemoveQueue, sellerId, origin));
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SoldEntities.Add(new SoldEntity(matchingItem, campaign.IsSinglePlayer ? SoldEntity.SellStatus.Confirmed : SoldEntity.SellStatus.Local));
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if (canAddToRemoveQueue) { Entity.Spawner.AddItemToRemoveQueue(matchingItem); }
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}
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}
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else
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{
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// When selling from the sub in multiplayer, the server will determine the items that are sold
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for (int i = 0; i < count; i++)
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{
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storeSpecificSoldItems.Add(new SoldItem(item.ItemPrefab, Entity.NullEntityID, canAddToRemoveQueue, sellerId, origin));
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SoldEntities.Add(new SoldEntity(item.ItemPrefab, SoldEntity.SellStatus.Local));
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}
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}
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// Exchange money
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store.Balance -= itemValue;
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if (GameMain.IsSingleplayer)
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{
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campaign.Bank.Give(itemValue);
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}
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GameAnalyticsManager.AddMoneyGainedEvent(itemValue, GameAnalyticsManager.MoneySource.Store, item.ItemPrefab.Identifier.Value);
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// Remove from the sell crate
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var sellCrate = (sellingMode == Store.StoreTab.Sell ? GetSellCrateItems(storeIdentifier) : GetSubCrateItems(storeIdentifier));
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if (sellCrate?.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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sellCrate.Remove(itemToSell);
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}
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}
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}
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OnSoldItemsChanged?.Invoke(this);
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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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