Files
OldThink/Content.Server/PDA/PDAUplinkManager.cs

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#nullable enable
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
Add changing the amount of hands on the GUI depending on your body parts (#1406) * Multiple hands in gui first pass * Remove IHandsComponent interface * Create hand class and more hand textures * Refactor ServerHandsComponent to use a single list of hands * Seal SharedHand * Fix picked up items not showing on top of the hand buttons * Remove HandsGui buttons and panels dictionaries * Fix items in hands rendering * Fix wrong hand container comparison * Fix not updating the location of duplicate hands * Change ClientHandsComponent to use a SortedList instead of a dictionary * More merge conflict fixes * Change SortedList to List * Fix hand button order * Add item tooltip for more than 2 hands and updating when removing hands * Add add hand and remove hand command * Merge conflict fixes * Remove nullable reference type from ContainerSlot * Fix texture errors * Fix error when reaching 0 hands * Fix error when swapping hands with no hands * Merged remove hand methods * Fix item panel texture errors * Merge conflict fixes * Fix addhand and removehand command descriptions * Add properly displaying tooltips for 2 hands * Make hand indexes and locations consistent across the client and server * Add dropping held entity if a hand is removed * Change hand location to be calculated by index * Made different hand gui updates more consistent * Remove human body yml testing changes * Sanitize addhand and removehand commands * Merge conflict fixes * Remove testing changes * Revert body system changes * Add missing imports * Remove obsolete hands parameter in yml files * Fix broken import * Fix startup error and adding and removing hands on the same tick * Make hand container id use an uint In case someone gets more than 2 billion hands * Rename hand component files * Make hands state use an array
2020-07-25 15:11:16 +02:00
using Content.Server.GameObjects.Components.GUI;
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.GameObjects.Components.Mobs;
using Content.Server.Interfaces.PDA;
using Content.Shared.GameObjects.Components.PDA;
using Content.Shared.Prototypes.PDA;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
namespace Content.Server.PDA
{
public class PDAUplinkManager : IPDAUplinkManager
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IEntityManager _entityManager = default!;
private readonly List<UplinkAccount> _accounts = new();
private readonly Dictionary<string, UplinkListingData> _listings = new();
public IReadOnlyDictionary<string, UplinkListingData> FetchListings => _listings;
public void Initialize()
{
foreach (var item in _prototypeManager.EnumeratePrototypes<UplinkStoreListingPrototype>())
{
var newListing = new UplinkListingData(item.ListingName, item.ItemId, item.Price, item.Category,
item.Description);
RegisterUplinkListing(newListing);
}
}
private void RegisterUplinkListing(UplinkListingData listing)
{
if (!ContainsListing(listing))
{
_listings.Add(listing.ItemId, listing);
}
}
private bool ContainsListing(UplinkListingData listing)
{
return _listings.ContainsKey(listing.ItemId);
}
public bool AddNewAccount(UplinkAccount acc)
{
var entity = _entityManager.GetEntity(acc.AccountHolder);
if (entity.TryGetComponent(out MindComponent? mindComponent) && !mindComponent.HasMind)
{
return false;
}
if (_accounts.Contains(acc))
{
return false;
}
_accounts.Add(acc);
return true;
}
public bool ChangeBalance(UplinkAccount acc, int amt)
{
var account = _accounts.Find(uplinkAccount => uplinkAccount.AccountHolder == acc.AccountHolder);
if (account == null)
{
return false;
}
if (account.Balance + amt < 0)
{
return false;
}
account.ModifyAccountBalance(account.Balance + amt);
return true;
}
public bool TryPurchaseItem(UplinkAccount? acc, string itemId, EntityCoordinates spawnCoords, [NotNullWhen(true)] out IEntity? purchasedItem)
{
purchasedItem = null;
if (acc == null)
{
return false;
}
if (!_listings.TryGetValue(itemId, out var listing))
{
return false;
}
if (acc.Balance < listing.Price)
{
return false;
}
if (!ChangeBalance(acc, -listing.Price))
{
return false;
}
purchasedItem = _entityManager.SpawnEntity(listing.ItemId, spawnCoords);
return true;
}
}
}