89 lines
3.4 KiB
C#
89 lines
3.4 KiB
C#
using System.Collections.Generic;
|
|
using System.Collections.Immutable;
|
|
|
|
namespace Barotrauma
|
|
{
|
|
/// <summary>
|
|
/// Removes (deletes) a specific item or items.
|
|
/// </summary>
|
|
class RemoveItemAction : EventAction
|
|
{
|
|
[Serialize("", IsPropertySaveable.Yes, description: "Tag of the item(s) to remove.")]
|
|
public Identifier TargetTag { get; set; }
|
|
|
|
[Serialize("", IsPropertySaveable.Yes, description: "Optional list of identifiers the item(s) must have. You might for example want to go through all tagged items inside a cabinet, but only remove specific types of items.")]
|
|
public string ItemIdentifiers { get; set; }
|
|
|
|
[Serialize(1, IsPropertySaveable.Yes, description: "Maximum number of items to remove.")]
|
|
public int Amount { get; set; }
|
|
|
|
private readonly ImmutableHashSet<Identifier> itemIdentifierSplit;
|
|
|
|
public RemoveItemAction(ScriptedEvent parentEvent, ContentXElement element) : base(parentEvent, element)
|
|
{
|
|
if (string.IsNullOrEmpty(ItemIdentifiers))
|
|
{
|
|
ItemIdentifiers = element.GetAttributeString("itemidentifier", element.GetAttributeString("identifier", string.Empty));
|
|
}
|
|
itemIdentifierSplit = ItemIdentifiers.Split(',').ToIdentifiers().ToImmutableHashSet();
|
|
}
|
|
|
|
private bool isFinished = false;
|
|
|
|
public override bool IsFinished(ref string goTo)
|
|
{
|
|
return isFinished;
|
|
}
|
|
public override void Reset()
|
|
{
|
|
isFinished = false;
|
|
}
|
|
|
|
public override void Update(float deltaTime)
|
|
{
|
|
if (isFinished) { return; }
|
|
|
|
var targets = ParentEvent.GetTargets(TargetTag);
|
|
bool hasValidTargets = false;
|
|
foreach (Entity target in targets)
|
|
{
|
|
if (target is Character character && character.Inventory != null || target is Item)
|
|
{
|
|
hasValidTargets = true;
|
|
break;
|
|
}
|
|
}
|
|
if (!hasValidTargets) { return; }
|
|
|
|
HashSet<Item> removedItems = new HashSet<Item>();
|
|
foreach (Entity target in targets)
|
|
{
|
|
Inventory inventory = (target as Character)?.Inventory;
|
|
if (inventory != null)
|
|
{
|
|
while (removedItems.Count < Amount)
|
|
{
|
|
var item = inventory.FindItem(it =>
|
|
it != null &&
|
|
!removedItems.Contains(it) &&
|
|
(itemIdentifierSplit.Count == 0 || itemIdentifierSplit.Contains(it.Prefab.Identifier)), recursive: true);
|
|
if (item == null) { break; }
|
|
Entity.Spawner.AddItemToRemoveQueue(item);
|
|
removedItems.Add(item);
|
|
}
|
|
}
|
|
else if (target is Item item)
|
|
{
|
|
if (itemIdentifierSplit.Count == 0 || itemIdentifierSplit.Contains(item.Prefab.Identifier))
|
|
{
|
|
Entity.Spawner.AddItemToRemoveQueue(item);
|
|
removedItems.Add(item);
|
|
if (removedItems.Count >= Amount) { break; }
|
|
}
|
|
}
|
|
}
|
|
isFinished = true;
|
|
}
|
|
}
|
|
}
|