167 lines
8.5 KiB
C#
167 lines
8.5 KiB
C#
using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Xml.Linq;
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namespace Barotrauma
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{
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class PriceInfo
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{
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public int Price { get; }
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public bool CanBeBought { get; }
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/// <summary>
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/// Minimum number of items available at a given store
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/// </summary>
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public int MinAvailableAmount { get; }
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/// <summary>
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/// Maximum number of items available at a given store. Defaults to 20% more than the minimum amount.
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/// </summary>
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public int MaxAvailableAmount { get; }
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/// <summary>
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/// Can the item be a Daily Special or a Requested Good
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/// </summary>
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public bool CanBeSpecial { get; }
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/// <summary>
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/// The item isn't available in stores unless the level's difficulty is above this value
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/// </summary>
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public int MinLevelDifficulty { get; }
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/// <summary>
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/// The cost of item when sold by the store. Higher modifier means the item costs more to buy from the store.
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/// </summary>
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public float BuyingPriceMultiplier { get; } = 1f;
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public bool DisplayNonEmpty { get; } = false;
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public Identifier StoreIdentifier { get; }
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public bool RequiresUnlock { get; }
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/// <summary>
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/// Used when neither <see cref="MinAvailableAmount"/> or <see cref="MaxAvailableAmount"/> are defined.
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/// </summary>
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private const int DefaultAmount = 5;
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/// <summary>
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/// How much more the maximum stock is relative to the minimum stock if not defined. Stores will gradually stock up towards the maximum.
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/// </summary>
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private const float DefaultMaxAvailabilityRelativeToMin = 1.2f;
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private readonly Dictionary<Identifier, float> minReputation = new Dictionary<Identifier, float>();
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/// <summary>
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/// Minimum reputation needed to buy the item (Key = faction ID, Value = min rep)
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/// </summary>
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public IReadOnlyDictionary<Identifier, float> MinReputation => minReputation;
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/// <summary>
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/// Support for the old style of determining item prices
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/// when there were individual Price elements for each location type
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/// where the item was for sale.
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/// </summary>
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public PriceInfo(XElement element)
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{
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Price = element.GetAttributeInt("buyprice", 0);
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MinLevelDifficulty = element.GetAttributeInt("minleveldifficulty", 0);
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BuyingPriceMultiplier = element.GetAttributeFloat("buyingpricemultiplier", 1f);
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CanBeBought = true;
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MinAvailableAmount = Math.Min(GetMinAmount(element, defaultValue: DefaultAmount), CargoManager.MaxQuantity);
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MaxAvailableAmount = MathHelper.Clamp(GetMaxAmount(element, defaultValue: (int)(MinAvailableAmount * DefaultMaxAvailabilityRelativeToMin)), MinAvailableAmount, CargoManager.MaxQuantity);
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RequiresUnlock = element.GetAttributeBool("requiresunlock", false);
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System.Diagnostics.Debug.Assert(MaxAvailableAmount >= MinAvailableAmount);
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}
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public PriceInfo(int price, bool canBeBought,
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int minAmount = 0, int maxAmount = 0, bool canBeSpecial = true, int minLevelDifficulty = 0, float buyingPriceMultiplier = 1f,
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bool displayNonEmpty = false, bool requiresUnlock = false, string storeIdentifier = null)
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{
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Price = price;
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CanBeBought = canBeBought;
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MinAvailableAmount = Math.Min(minAmount, CargoManager.MaxQuantity);
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MaxAvailableAmount = Math.Max(Math.Min(maxAmount, CargoManager.MaxQuantity), minAmount);
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BuyingPriceMultiplier = buyingPriceMultiplier;
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MinLevelDifficulty = minLevelDifficulty;
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CanBeSpecial = canBeSpecial;
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DisplayNonEmpty = displayNonEmpty;
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StoreIdentifier = new Identifier(storeIdentifier);
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RequiresUnlock = requiresUnlock;
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System.Diagnostics.Debug.Assert(MaxAvailableAmount >= MinAvailableAmount);
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}
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private void LoadReputationRestrictions(XElement priceInfoElement)
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{
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foreach (XElement childElement in priceInfoElement.GetChildElements("reputation"))
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{
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Identifier factionId = childElement.GetAttributeIdentifier("faction", Identifier.Empty);
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float rep = childElement.GetAttributeFloat("min", 0.0f);
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if (!factionId.IsEmpty && rep > 0)
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{
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minReputation.Add(factionId, rep);
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}
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}
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}
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public static List<PriceInfo> CreatePriceInfos(XElement element, out PriceInfo defaultPrice)
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{
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var priceInfos = new List<PriceInfo>();
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defaultPrice = null;
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int basePrice = element.GetAttributeInt("baseprice", 0);
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int minAmount = GetMinAmount(element, defaultValue: DefaultAmount);
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int maxAmount = GetMaxAmount(element, defaultValue: (int)(DefaultAmount * DefaultMaxAvailabilityRelativeToMin));
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int minLevelDifficulty = element.GetAttributeInt("minleveldifficulty", 0);
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bool canBeSpecial = element.GetAttributeBool("canbespecial", true);
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float buyingPriceMultiplier = element.GetAttributeFloat("buyingpricemultiplier", 1f);
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bool displayNonEmpty = element.GetAttributeBool("displaynonempty", false);
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bool soldByDefault = element.GetAttributeBool("sold", element.GetAttributeBool("soldbydefault", true));
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bool requiresUnlock = element.GetAttributeBool("requiresunlock", false);
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foreach (XElement childElement in element.GetChildElements("price"))
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{
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float priceMultiplier = childElement.GetAttributeFloat("multiplier", 1.0f);
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bool sold = childElement.GetAttributeBool("sold", soldByDefault);
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int storeMinLevelDifficulty = childElement.GetAttributeInt("minleveldifficulty", minLevelDifficulty);
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float storeBuyingMultiplier = childElement.GetAttributeFloat("buyingpricemultiplier", buyingPriceMultiplier);
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string backwardsCompatibleIdentifier = childElement.GetAttributeString("locationtype", "");
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if (!string.IsNullOrEmpty(backwardsCompatibleIdentifier))
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{
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backwardsCompatibleIdentifier = $"merchant{backwardsCompatibleIdentifier}";
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}
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string storeIdentifier = childElement.GetAttributeString("storeidentifier", backwardsCompatibleIdentifier);
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// TODO: Add some error messages if we have defined the min or max amount while the item is not sold
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var priceInfo = new PriceInfo(price: (int)(priceMultiplier * basePrice),
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canBeBought: sold,
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minAmount: sold ? GetMinAmount(childElement, minAmount) : 0,
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maxAmount: sold ? GetMaxAmount(childElement, maxAmount) : 0,
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canBeSpecial: canBeSpecial,
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minLevelDifficulty: storeMinLevelDifficulty,
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buyingPriceMultiplier: storeBuyingMultiplier,
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displayNonEmpty: displayNonEmpty,
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requiresUnlock: requiresUnlock,
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storeIdentifier: storeIdentifier);
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priceInfo.LoadReputationRestrictions(childElement);
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priceInfos.Add(priceInfo);
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}
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bool soldElsewhere = soldByDefault && element.GetAttributeBool("soldelsewhere", element.GetAttributeBool("soldeverywhere", false));
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defaultPrice = new PriceInfo(price: basePrice,
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canBeBought: soldElsewhere,
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minAmount: soldElsewhere ? minAmount : 0,
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maxAmount: soldElsewhere ? maxAmount : 0,
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canBeSpecial: canBeSpecial,
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minLevelDifficulty: minLevelDifficulty,
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buyingPriceMultiplier: buyingPriceMultiplier,
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displayNonEmpty: displayNonEmpty,
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requiresUnlock: requiresUnlock);
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defaultPrice.LoadReputationRestrictions(element);
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return priceInfos;
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}
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private static int GetMinAmount(XElement element, int defaultValue) => element != null ?
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element.GetAttributeInt("minamount", element.GetAttributeInt("minavailable", defaultValue)) :
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defaultValue;
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private static int GetMaxAmount(XElement element, int defaultValue) => element != null ?
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element.GetAttributeInt("maxamount", element.GetAttributeInt("maxavailable", defaultValue)) :
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defaultValue;
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}
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}
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