Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Events/EventActions/MoneyAction.cs
2024-04-24 18:09:05 +03:00

82 lines
2.5 KiB
C#

using Barotrauma.Networking;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
namespace Barotrauma
{
/// <summary>
/// Give or remove money from the crew or a specific character.
/// </summary>
class MoneyAction : EventAction
{
public MoneyAction(ScriptedEvent parentEvent, ContentXElement element) : base(parentEvent, element) { }
[Serialize(0, IsPropertySaveable.Yes, description: "Amount of money to give or remove.")]
public int Amount { get; set; }
[Serialize("", IsPropertySaveable.Yes, description: "If set, the money is removed from character(s) with this tag.")]
public Identifier TargetTag { get; set; }
private bool isFinished;
public override bool IsFinished(ref string goTo)
{
return isFinished;
}
public override void Reset()
{
isFinished = false;
}
public override void Update(float deltaTime)
{
if (isFinished) { return; }
#if SERVER
bool hasTag = !TargetTag.IsEmpty;
List<Client> matchingClients = new List<Client>();
if (hasTag)
{
IEnumerable targets = ParentEvent.GetTargets(TargetTag);
foreach (Entity entity in targets)
{
if (entity is Character && GameMain.Server?.ConnectedClients.FirstOrDefault(c => c.Character == entity) is { } matchingCharacter)
{
matchingClients.Add(matchingCharacter);
break;
}
}
}
#endif
if (GameMain.GameSession?.GameMode is CampaignMode campaign)
{
#if SERVER
if (!hasTag)
{
campaign.Bank.Give(Amount);
}
else
{
foreach (Client client in matchingClients)
{
campaign.GetWallet(client).Give(Amount);
}
}
#else
campaign.Wallet.Give(Amount);
#endif
GameAnalyticsManager.AddMoneyGainedEvent(Amount, GameAnalyticsManager.MoneySource.Event, ParentEvent.Prefab.Identifier.Value);
}
isFinished = true;
}
public override string ToDebugString()
{
return $"{ToolBox.GetDebugSymbol(isFinished)} {nameof(SetDataAction)} -> (Amount: {Amount.ColorizeObject()})";
}
}
}