Aetheria/Assets/Scripts/UI/Menu/TradeMenu.cs

503 lines
23 KiB
C#
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using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using CultMath;
using static CultMath.math;
public class TradeMenu : MonoBehaviour
{
public ActionGameManager GameManager;
public ContextMenu ContextMenu;
public ConfirmationDialog Dialog;
public Button NewFilterButton;
public Prototype FilterPrototype;
public SizeFilter MinimumSizeFilter;
public SizeFilter MaximumSizeFilter;
public PropertiesPanel Properties;
public Spreadsheet Spreadsheet;
public TextMeshProUGUI TargetCargoLabel;
public Button FoldoutButton;
public TextMeshProUGUI CreditsLabel;
private EquippedCargoBay _targetCargo;
// False lists the station's wares to buy; true lists the selected bay's goods to sell.
private bool _selling;
private (ItemFilter filter, HardpointType type) _hardpointFilter;
private (ItemFilter filter, SimpleCommodityCategory type) _commodityFilter;
private (ItemFilter filter, CompoundCommodityCategory type) _compoundCommodityFilter;
private List<(ItemFilter filter, Type type)> _behaviorFilters = new List<(ItemFilter filter, Type type)>();
public EquippedCargoBay Inventory { get; set; }
private void OnEnable()
{
if (GameManager.DockedEntity == null) return;
_targetCargo = GameManager.DockingBay;
_selling = false;
TargetCargoLabel.text = "Docking Bay";
Properties.GameManager = GameManager;
UpdateCreditsLabel();
MinimumSizeFilter.Width.onEndEdit.RemoveAllListeners();
MinimumSizeFilter.Width.onEndEdit.AddListener(_ => Populate());
MinimumSizeFilter.Height.onEndEdit.RemoveAllListeners();
MinimumSizeFilter.Height.onEndEdit.AddListener(_ => Populate());
MaximumSizeFilter.Width.onEndEdit.RemoveAllListeners();
MaximumSizeFilter.Width.onEndEdit.AddListener(_ => Populate());
MaximumSizeFilter.Height.onEndEdit.RemoveAllListeners();
MaximumSizeFilter.Height.onEndEdit.AddListener(_ => Populate());
NewFilterButton.onClick.AddListener(() =>
{
ContextMenu.Clear();
IEnumerable<HardpointType> hardpointTypes = (HardpointType[]) Enum.GetValues(typeof(HardpointType));
if (_hardpointFilter.filter != null)
hardpointTypes = hardpointTypes.Where(x => x != _hardpointFilter.type);
IEnumerable<SimpleCommodityCategory> commodityTypes = (SimpleCommodityCategory[]) Enum.GetValues(typeof(SimpleCommodityCategory));
if (_commodityFilter.filter != null)
commodityTypes = commodityTypes.Where(x => x != _commodityFilter.type);
IEnumerable<CompoundCommodityCategory> compoundCommodityTypes = (CompoundCommodityCategory[]) Enum.GetValues(typeof(CompoundCommodityCategory));
if (_compoundCommodityFilter.filter != null)
compoundCommodityTypes = compoundCommodityTypes.Where(x => x != _compoundCommodityFilter.type);
ContextMenu.AddDropdown("Gear Type", hardpointTypes
.Select<HardpointType, (string, Action, bool)>(x => (Enum.GetName(typeof(HardpointType), x), () =>
{
if (!_hardpointFilter.filter)
{
_hardpointFilter.filter = FilterPrototype.Instantiate<ItemFilter>();
_hardpointFilter.filter.OnDisable += () =>
{
_hardpointFilter.filter = null;
Populate();
};
}
if(_commodityFilter.filter)
{
_commodityFilter.filter.GetComponent<Prototype>().ReturnToPool();
_commodityFilter.filter = null;
}
if(_compoundCommodityFilter.filter)
{
_compoundCommodityFilter.filter.GetComponent<Prototype>().ReturnToPool();
_compoundCommodityFilter.filter = null;
}
_hardpointFilter.filter.Label.text = $"Hardpoint: {Enum.GetName(typeof(HardpointType), x)}";
_hardpointFilter.type = x;
Populate();
}, true)));
ContextMenu.AddDropdown("Simple Commodity", commodityTypes
.Select<SimpleCommodityCategory, (string, Action, bool)>(x => (Enum.GetName(typeof(SimpleCommodityCategory), x), () =>
{
if (!_commodityFilter.filter)
{
_commodityFilter.filter = FilterPrototype.Instantiate<ItemFilter>();
_commodityFilter.filter.OnDisable += () =>
{
_commodityFilter.filter = null;
Populate();
};
}
if(_hardpointFilter.filter)
{
_hardpointFilter.filter.GetComponent<Prototype>().ReturnToPool();
_hardpointFilter.filter = null;
}
if(_compoundCommodityFilter.filter)
{
_compoundCommodityFilter.filter.GetComponent<Prototype>().ReturnToPool();
_compoundCommodityFilter.filter = null;
}
_commodityFilter.filter.Label.text = $"Hardpoint: {Enum.GetName(typeof(SimpleCommodityCategory), x)}";
_commodityFilter.type = x;
Populate();
}, true)));
ContextMenu.AddDropdown("Compound Commodity", compoundCommodityTypes
.Select<CompoundCommodityCategory, (string, Action, bool)>(x => (Enum.GetName(typeof(CompoundCommodityCategory), x), () =>
{
if (!_compoundCommodityFilter.filter)
{
_compoundCommodityFilter.filter = FilterPrototype.Instantiate<ItemFilter>();
_compoundCommodityFilter.filter.OnDisable += () =>
{
_compoundCommodityFilter.filter = null;
Populate();
};
}
if(_hardpointFilter.filter)
{
_hardpointFilter.filter.GetComponent<Prototype>().ReturnToPool();
_hardpointFilter.filter = null;
}
if(_commodityFilter.filter)
{
_commodityFilter.filter.GetComponent<Prototype>().ReturnToPool();
_commodityFilter.filter = null;
}
_compoundCommodityFilter.filter.Label.text = $"Hardpoint: {Enum.GetName(typeof(CompoundCommodityCategory), x)}";
_compoundCommodityFilter.type = x;
Populate();
}, true)));
ContextMenu.AddDropdown("Item Behavior", typeof(BehaviorData).GetAllChildClasses()
.Where(x=> x.GetCustomAttribute<RuntimeInspectable>() != null && _behaviorFilters.All(f => f.type != x))
.Select<Type, (string, Action, bool)>(x=> (x.Name.FormatTypeName(), () =>
{
var matchingType = _behaviorFilters.FirstOrDefault(y => y.type.IsAssignableFrom(x) || x.IsAssignableFrom(y.type));
if (matchingType.filter != null) matchingType.filter.DisableButton.onClick.Invoke();
var filter = FilterPrototype.Instantiate<ItemFilter>();
filter.Label.text = x.Name.FormatTypeName();
filter.OnDisable += () =>
{
_behaviorFilters.Remove((filter, x));
Populate();
};
_behaviorFilters.Add((filter, x));
Populate();
}, true)));
if(!MinimumSizeFilter.gameObject.activeSelf)
ContextMenu.AddOption("Minimum Size",
() =>
{
MinimumSizeFilter.gameObject.SetActive(true);
MinimumSizeFilter.OnDisable += () => Populate();
});
if(!MaximumSizeFilter.gameObject.activeSelf)
ContextMenu.AddOption("Maximum Size",
() =>
{
MaximumSizeFilter.gameObject.SetActive(true);
MaximumSizeFilter.OnDisable += () => Populate();
});
ContextMenu.Show();
});
Populate();
}
void Populate()
{
var columns = new List<(string name, int size, Func<(ItemInstance item, ItemData data), Func<string>> output, Func<(ItemInstance item, ItemData data), IComparable> sortKey)>();
columns.Add(("Name", 3,
x => () => x.item is CraftedItemInstance craftedItemInstance ?
$"<color=#{ColorUtility.ToHtmlStringRGB(GameManager.ItemManager.GetTier(craftedItemInstance).tier.Color.ToColor())}>{GameManager.ItemManager.Title(x.item)}" :
GameManager.ItemManager.Title(x.item),
x => GameManager.ItemManager.Title(x.item)));
if(_hardpointFilter.filter==null)
columns.Add(("Type", 2,
x => () =>
{
if (x.data is SimpleCommodityData s) return Enum.GetName(typeof(SimpleCommodityCategory), s.Category);
if(x.data is CompoundCommodityData c) return Enum.GetName(typeof(CompoundCommodityCategory), c.Category);
if(x.data is EquippableItemData e) return Enum.GetName(typeof(HardpointType), e.HardpointType);
return "None";
},
x =>
{
var data = x.data;
if (data is SimpleCommodityData s) return (int) s.Category;
var offset = Enum.GetValues(typeof(SimpleCommodityCategory)).Length;
if(data is CompoundCommodityData c) return (int) c.Category + offset;
offset += Enum.GetValues(typeof(CompoundCommodityCategory)).Length;
if(data is EquippableItemData e) return (int) e.HardpointType + offset;
return 0;
}));
columns.Add(("Mass", 1,
x => () => ActionGameManager.PlayerSettings.Format(x.data.Mass),
x => x.data.Mass));
columns.Add(("Price", 1,
x => () => ShownPrice(x.item).ToString("N0"),
x => ShownPrice(x.item)));
columns.Add(("Size", 1,
x => () => $"{x.data.Shape.Width}x{x.data.Shape.Height}",
x => x.data.Shape.Width*x.data.Shape.Height));
var items = (_selling ? _targetCargo : Inventory).Cargo.Keys
Replace the Database Tools with the Studio and cut Unity over Cut 8b. The Unity project compiles with 0 errors in 6000.3.24f1 batchmode. Packages: manifest.json pins org.gamecult.cultlib at cultlib-unity-v1.0.57 and org.gamecult.caching.unity at caching-unity-v1.2.0, next to the 8a CultMath tag. Aetheria.Shared.Unity references GameCult.CultLib and keeps noEngineReferences. The Database Tools (Assets/Scripts/CultCache/Editor) are deleted in this commit, alongside their five ported drawers in Assets/Scripts/Editor/CultCacheDrawers.cs, each an [CultInspectorDrawer] ICultInspectorDrawer: - InspectableType: popup of the attribute type's [Union] member names, writing the string. - InspectableColor: float3 and float4 through ColorField. - InspectableAnimationCurve: float4[] and BezierCurve through CurveField. - InspectableTemperature: Kelvin, Celsius and Fahrenheit fields over one value. - InspectableSchematicShape: size and cell toggles. The old drawer also drew the item's schematic texture and tinted hull hardpoints, which need the parent document. The tagged Studio hands a drawer only the value, so those wait on the Studio exposing the open record. Unity call sites: - ActionGameManager opens the catalog through AetheriaStores; Cut 10 adds the run and player stores. - Refs resolve through ItemManager.GetData or Get(ref); orbit, planet and belt maps key by CultRecordKey; identity is compared by reference or key. - The PlayerSettings.msgpack reader and writer, which Cut 10 deletes, pass CultDocumentMessagePackSerialization.OptionsFor, since the embedded run reaches CultMath values and refs. Keyboard layouts need no resolver and keep MessagePack's defaults until Cut 10. - The input map uses the nested action to binding shape. - PropertiesPanel reads CultInspectorRangeAttribute. - NameTools loses its legacy name-file writer. - Slime compares serialized settings instead of the deleted SHA1 helper. - FieldDriver drops InspectorHeader. - .gitignore covers the test project's build output. Builds: Aetheria.Shared, AetherDb, Aetheria.Shared.Tests (6/6), Unity batchmode (0 errors). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 19:15:20 +02:00
.Select<ItemInstance, (ItemInstance item, ItemData data)>(ii=>(ii, GameManager.ItemManager.GetData(ii)));
if (MinimumSizeFilter.gameObject.activeSelf)
items = items.Where(i =>
!(MinimumSizeFilter.Width.text.Length > 0 && i.data.Shape.Width < int.Parse(MinimumSizeFilter.Width.text) ||
MinimumSizeFilter.Height.text.Length > 0 && i.data.Shape.Height < int.Parse(MinimumSizeFilter.Height.text)));
if (MaximumSizeFilter.gameObject.activeSelf)
items = items.Where(i =>
!(MaximumSizeFilter.Width.text.Length > 0 && i.data.Shape.Width > int.Parse(MaximumSizeFilter.Width.text) ||
MaximumSizeFilter.Height.text.Length > 0 && i.data.Shape.Height > int.Parse(MaximumSizeFilter.Height.text)));
if(_commodityFilter.filter != null)
items = items.Where(i => i.data is SimpleCommodityData s && s.Category == _commodityFilter.type);
if(_compoundCommodityFilter.filter != null)
items = items.Where(i => i.data is CompoundCommodityData c && c.Category == _compoundCommodityFilter.type);
if (_hardpointFilter.filter != null)
items = items.Where(i => i.data is EquippableItemData e && e.HardpointType == _hardpointFilter.type);
foreach (var (_, type) in _behaviorFilters)
{
items = items.Where(i => i.data is EquippableItemData e && e.Behaviors.Any(b => type.IsInstanceOfType(b)));
foreach (var field in type.GetFields().Where(f => f.GetCustomAttribute<RuntimeInspectable>() != null))
{
var fieldType = field.FieldType;
if (fieldType == typeof(float))
columns.Add((field.Name, 1, x =>
{
var behavior = ((EquippableItemData) x.data).Behaviors.FirstOrDefault(b => type.IsInstanceOfType(b));
return () => ActionGameManager.PlayerSettings.Format((float) field.GetValue(behavior));
}, x =>
{
var data = x.data;
var behavior = ((EquippableItemData) data).Behaviors.FirstOrDefault(b => type.IsInstanceOfType(b));
return (float) field.GetValue(behavior);
}));
else if (fieldType == typeof(int))
columns.Add((field.Name, 1, x =>
{
var behavior = ((EquippableItemData) x.data).Behaviors.FirstOrDefault(b => type.IsInstanceOfType(b));
return () => ((int) field.GetValue(behavior)).ToString();
}, x =>
{
var data = x.data;
var behavior = ((EquippableItemData) data).Behaviors.FirstOrDefault(b => type.IsInstanceOfType(b));
return (int) field.GetValue(behavior);
}));
else if (fieldType == typeof(PerformanceStat))
{
columns.Add((field.Name, 1, x =>
{
var behavior = ((EquippableItemData) x.data).Behaviors.FirstOrDefault(b => type.IsInstanceOfType(b));
return () => ActionGameManager.PlayerSettings.Format(((PerformanceStat) field.GetValue(behavior)).Max);
}, x =>
{
var data = x.data;
var behavior = ((EquippableItemData) data).Behaviors.FirstOrDefault(b => type.IsInstanceOfType(b));
return ((PerformanceStat) field.GetValue(behavior)).Max;
}));
}
}
}
columns.Add(("Owned", 1,
x => () =>
{
if (x.data is HullData)
Replace the Database Tools with the Studio and cut Unity over Cut 8b. The Unity project compiles with 0 errors in 6000.3.24f1 batchmode. Packages: manifest.json pins org.gamecult.cultlib at cultlib-unity-v1.0.57 and org.gamecult.caching.unity at caching-unity-v1.2.0, next to the 8a CultMath tag. Aetheria.Shared.Unity references GameCult.CultLib and keeps noEngineReferences. The Database Tools (Assets/Scripts/CultCache/Editor) are deleted in this commit, alongside their five ported drawers in Assets/Scripts/Editor/CultCacheDrawers.cs, each an [CultInspectorDrawer] ICultInspectorDrawer: - InspectableType: popup of the attribute type's [Union] member names, writing the string. - InspectableColor: float3 and float4 through ColorField. - InspectableAnimationCurve: float4[] and BezierCurve through CurveField. - InspectableTemperature: Kelvin, Celsius and Fahrenheit fields over one value. - InspectableSchematicShape: size and cell toggles. The old drawer also drew the item's schematic texture and tinted hull hardpoints, which need the parent document. The tagged Studio hands a drawer only the value, so those wait on the Studio exposing the open record. Unity call sites: - ActionGameManager opens the catalog through AetheriaStores; Cut 10 adds the run and player stores. - Refs resolve through ItemManager.GetData or Get(ref); orbit, planet and belt maps key by CultRecordKey; identity is compared by reference or key. - The PlayerSettings.msgpack reader and writer, which Cut 10 deletes, pass CultDocumentMessagePackSerialization.OptionsFor, since the embedded run reaches CultMath values and refs. Keyboard layouts need no resolver and keep MessagePack's defaults until Cut 10. - The input map uses the nested action to binding shape. - PropertiesPanel reads CultInspectorRangeAttribute. - NameTools loses its legacy name-file writer. - Slime compares serialized settings instead of the deleted SHA1 helper. - FieldDriver drops InspectorHeader. - .gitignore covers the test project's build output. Builds: Aetheria.Shared, AetherDb, Aetheria.Shared.Tests (6/6), Unity batchmode (0 errors). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 19:15:20 +02:00
return GameManager.DockedEntity.Children.Count(s => s.Hull.Data.Key.Equals(GameManager.ItemManager.ItemData.RefOf(x.data).Key) && s is Ship {IsPlayerShip: true}).ToString();
if(x.data is SimpleCommodityData)
Replace the Database Tools with the Studio and cut Unity over Cut 8b. The Unity project compiles with 0 errors in 6000.3.24f1 batchmode. Packages: manifest.json pins org.gamecult.cultlib at cultlib-unity-v1.0.57 and org.gamecult.caching.unity at caching-unity-v1.2.0, next to the 8a CultMath tag. Aetheria.Shared.Unity references GameCult.CultLib and keeps noEngineReferences. The Database Tools (Assets/Scripts/CultCache/Editor) are deleted in this commit, alongside their five ported drawers in Assets/Scripts/Editor/CultCacheDrawers.cs, each an [CultInspectorDrawer] ICultInspectorDrawer: - InspectableType: popup of the attribute type's [Union] member names, writing the string. - InspectableColor: float3 and float4 through ColorField. - InspectableAnimationCurve: float4[] and BezierCurve through CurveField. - InspectableTemperature: Kelvin, Celsius and Fahrenheit fields over one value. - InspectableSchematicShape: size and cell toggles. The old drawer also drew the item's schematic texture and tinted hull hardpoints, which need the parent document. The tagged Studio hands a drawer only the value, so those wait on the Studio exposing the open record. Unity call sites: - ActionGameManager opens the catalog through AetheriaStores; Cut 10 adds the run and player stores. - Refs resolve through ItemManager.GetData or Get(ref); orbit, planet and belt maps key by CultRecordKey; identity is compared by reference or key. - The PlayerSettings.msgpack reader and writer, which Cut 10 deletes, pass CultDocumentMessagePackSerialization.OptionsFor, since the embedded run reaches CultMath values and refs. Keyboard layouts need no resolver and keep MessagePack's defaults until Cut 10. - The input map uses the nested action to binding shape. - PropertiesPanel reads CultInspectorRangeAttribute. - NameTools loses its legacy name-file writer. - Slime compares serialized settings instead of the deleted SHA1 helper. - FieldDriver drops InspectorHeader. - .gitignore covers the test project's build output. Builds: Aetheria.Shared, AetherDb, Aetheria.Shared.Tests (6/6), Unity batchmode (0 errors). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 19:15:20 +02:00
return (_targetCargo.ItemsOfType.ContainsKey(GameManager.ItemManager.ItemData.RefOf(x.data).Key) ? _targetCargo.ItemsOfType[GameManager.ItemManager.ItemData.RefOf(x.data).Key].Cast<SimpleCommodity>().Sum(s=>s.Quantity) : 0).ToString();
return (_targetCargo.ItemsOfType.ContainsKey(GameManager.ItemManager.ItemData.RefOf(x.data).Key) ? _targetCargo.ItemsOfType[GameManager.ItemManager.ItemData.RefOf(x.data).Key].Count : 0).ToString();
},
x =>
{
var data = x.data;
if (data is HullData)
Replace the Database Tools with the Studio and cut Unity over Cut 8b. The Unity project compiles with 0 errors in 6000.3.24f1 batchmode. Packages: manifest.json pins org.gamecult.cultlib at cultlib-unity-v1.0.57 and org.gamecult.caching.unity at caching-unity-v1.2.0, next to the 8a CultMath tag. Aetheria.Shared.Unity references GameCult.CultLib and keeps noEngineReferences. The Database Tools (Assets/Scripts/CultCache/Editor) are deleted in this commit, alongside their five ported drawers in Assets/Scripts/Editor/CultCacheDrawers.cs, each an [CultInspectorDrawer] ICultInspectorDrawer: - InspectableType: popup of the attribute type's [Union] member names, writing the string. - InspectableColor: float3 and float4 through ColorField. - InspectableAnimationCurve: float4[] and BezierCurve through CurveField. - InspectableTemperature: Kelvin, Celsius and Fahrenheit fields over one value. - InspectableSchematicShape: size and cell toggles. The old drawer also drew the item's schematic texture and tinted hull hardpoints, which need the parent document. The tagged Studio hands a drawer only the value, so those wait on the Studio exposing the open record. Unity call sites: - ActionGameManager opens the catalog through AetheriaStores; Cut 10 adds the run and player stores. - Refs resolve through ItemManager.GetData or Get(ref); orbit, planet and belt maps key by CultRecordKey; identity is compared by reference or key. - The PlayerSettings.msgpack reader and writer, which Cut 10 deletes, pass CultDocumentMessagePackSerialization.OptionsFor, since the embedded run reaches CultMath values and refs. Keyboard layouts need no resolver and keep MessagePack's defaults until Cut 10. - The input map uses the nested action to binding shape. - PropertiesPanel reads CultInspectorRangeAttribute. - NameTools loses its legacy name-file writer. - Slime compares serialized settings instead of the deleted SHA1 helper. - FieldDriver drops InspectorHeader. - .gitignore covers the test project's build output. Builds: Aetheria.Shared, AetherDb, Aetheria.Shared.Tests (6/6), Unity batchmode (0 errors). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 19:15:20 +02:00
return GameManager.DockedEntity.Children.Count(s => s.Hull.Data.Key.Equals(GameManager.ItemManager.ItemData.RefOf(data).Key) && s is Ship {IsPlayerShip: true});
if(data is SimpleCommodityData)
Replace the Database Tools with the Studio and cut Unity over Cut 8b. The Unity project compiles with 0 errors in 6000.3.24f1 batchmode. Packages: manifest.json pins org.gamecult.cultlib at cultlib-unity-v1.0.57 and org.gamecult.caching.unity at caching-unity-v1.2.0, next to the 8a CultMath tag. Aetheria.Shared.Unity references GameCult.CultLib and keeps noEngineReferences. The Database Tools (Assets/Scripts/CultCache/Editor) are deleted in this commit, alongside their five ported drawers in Assets/Scripts/Editor/CultCacheDrawers.cs, each an [CultInspectorDrawer] ICultInspectorDrawer: - InspectableType: popup of the attribute type's [Union] member names, writing the string. - InspectableColor: float3 and float4 through ColorField. - InspectableAnimationCurve: float4[] and BezierCurve through CurveField. - InspectableTemperature: Kelvin, Celsius and Fahrenheit fields over one value. - InspectableSchematicShape: size and cell toggles. The old drawer also drew the item's schematic texture and tinted hull hardpoints, which need the parent document. The tagged Studio hands a drawer only the value, so those wait on the Studio exposing the open record. Unity call sites: - ActionGameManager opens the catalog through AetheriaStores; Cut 10 adds the run and player stores. - Refs resolve through ItemManager.GetData or Get(ref); orbit, planet and belt maps key by CultRecordKey; identity is compared by reference or key. - The PlayerSettings.msgpack reader and writer, which Cut 10 deletes, pass CultDocumentMessagePackSerialization.OptionsFor, since the embedded run reaches CultMath values and refs. Keyboard layouts need no resolver and keep MessagePack's defaults until Cut 10. - The input map uses the nested action to binding shape. - PropertiesPanel reads CultInspectorRangeAttribute. - NameTools loses its legacy name-file writer. - Slime compares serialized settings instead of the deleted SHA1 helper. - FieldDriver drops InspectorHeader. - .gitignore covers the test project's build output. Builds: Aetheria.Shared, AetherDb, Aetheria.Shared.Tests (6/6), Unity batchmode (0 errors). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 19:15:20 +02:00
return _targetCargo.ItemsOfType.ContainsKey(GameManager.ItemManager.ItemData.RefOf(data).Key) ? _targetCargo.ItemsOfType[GameManager.ItemManager.ItemData.RefOf(data).Key].Cast<SimpleCommodity>().Sum(s=>s.Quantity) : 0;
return _targetCargo.ItemsOfType.ContainsKey(GameManager.ItemManager.ItemData.RefOf(data).Key) ? _targetCargo.ItemsOfType[GameManager.ItemManager.ItemData.RefOf(data).Key].Count : 0;
}));
Spreadsheet.ShowData(
columns.Select(x => x.name).ToArray(),
columns.Select(x => x.size).ToArray(),
items.Select(i => new SpreadsheetEntryRow
{
Columns = columns.Select(x => new SpreadsheetEntryColumn
{
Output = x.output(i),
SortKey = x.sortKey(i)
}).ToArray(),
OnClick = () => Properties.Inspect(i.item),
OnDoubleClick = () =>
{
if (_selling) return;
switch (i.item)
{
case CraftedItemInstance c:
Buy(c);
break;
case SimpleCommodity s:
Buy(s, 1);
break;
}
Populate();
},
OnRightClick = () =>
{
if (_selling)
{
ContextMenu.Clear();
ContextMenu.AddOption($"Sell ({StationServices.SellPrice(GameManager.ItemManager, i.item):N0})", () => Sell(i.item));
ContextMenu.Show();
}
else if (i.item is SimpleCommodity s)
{
ContextMenu.Clear();
ContextMenu.AddOption("Buy Quantity",
() =>
{
int quantity = 1;
Dialog.Clear();
Dialog.Title.text = $"Buying {GameManager.ItemManager.Title(i.item)}";
Dialog.AddField("Quantity",
() => quantity,
q => quantity = min(min(q, GameManager.Credits / StationServices.BuyPrice(GameManager.ItemManager, s)), s.Quantity));
Dialog.Show(() =>
{
Buy(s,quantity);
Populate();
});
Dialog.MoveToCursor();
});
ContextMenu.Show();
}
}
}));
}
// The price the list shows and sorts by: what the station pays for the player's goods, what it charges otherwise.
private int ShownPrice(ItemInstance item) => _selling
? StationServices.SellPrice(GameManager.ItemManager, item)
: StationServices.BuyPrice(GameManager.ItemManager, item);
private void UpdateCreditsLabel()
{
if (CreditsLabel != null)
{
CreditsLabel.text = GameManager.Credits.ToString("N0");
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}
}
private void Sell(ItemInstance item)
{
if (StationServices.TrySell(_targetCargo, GameManager.DockedEntity, item, ref GameManager.Credits))
{
UpdateCreditsLabel();
Populate();
return;
}
Dialog.Clear();
Dialog.Title.text = "Unable to sell: Station Cargo Full!";
Dialog.Show();
Dialog.MoveToCursor();
}
private void Repair()
{
if (StationServices.TryRepair(GameManager.CurrentEntity, ref GameManager.Credits))
{
UpdateCreditsLabel();
return;
}
Dialog.Clear();
Dialog.Title.text = "Unable to repair: Insufficient Credits!";
Dialog.Show();
Dialog.MoveToCursor();
}
private void Buy(CraftedItemInstance item)
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{
var data = GameManager.ItemManager.GetData(item);
if (data is HullData hullData && hullData.HullType != HullType.Ship)
throw new ArgumentException("Attempted to buy non-ship hull from station, WTF are you doing?!");
Bought(StationServices.TryBuy(GameManager.ItemManager, item, 1, ref GameManager.Credits, () =>
{
if (data is HullData)
{
GameManager.CommissionShip(item as EquippableItem);
return true;
}
return Inventory.TryTransferItem(_targetCargo, item);
}));
}
private void Buy(SimpleCommodity simpleCommodity, int quantity)
{
var data = GameManager.ItemManager.GetData(simpleCommodity);
// Up-rounded integer division from https://stackoverflow.com/a/503201
int lots = (quantity - 1) / data.MaxStack + 1;
int remaining = quantity;
for (int i = 0; i < lots; i++)
{
int q = min(remaining, data.MaxStack);
if (!Bought(StationServices.TryBuy(GameManager.ItemManager, simpleCommodity, q, ref GameManager.Credits,
() => Inventory.TryTransferItem(_targetCargo, simpleCommodity, quantity)))) return;
remaining -= q;
}
}
// Refreshes the credits after a purchase, or tells the player why the station refused it.
private bool Bought(BuyResult result)
{
if (result == BuyResult.Bought)
{
UpdateCreditsLabel();
return true;
}
Dialog.Clear();
Dialog.Title.text = result == BuyResult.NoRoom
? "Unable to buy: Insufficient Cargo Space!"
: "Unable to buy: Insufficient Credits!";
Dialog.Show();
Dialog.MoveToCursor();
return false;
}
void Start()
{
FoldoutButton.onClick.AddListener(() =>
{
ContextMenu.Clear();
if(_targetCargo != GameManager.DockingBay)
ContextMenu.AddOption("Docking Bay",
() =>
{
_targetCargo = GameManager.DockingBay;
TargetCargoLabel.text = "Docking Bay";
});
foreach (var ship in GameManager.CurrentEntity.Parent.Children.Where(e => e is Ship {IsPlayerShip: true}))
{
foreach (var bay in ship.CargoBays.Select((bay, index) => (bay, index)))
{
if(_targetCargo != bay.bay)
{
ContextMenu.AddOption($"{ship.Name} Bay {bay.index+1}",
() =>
{
_targetCargo = bay.bay;
TargetCargoLabel.text = $"{ship.Name} Bay {bay.index+1}";
});
}
}
}
ContextMenu.AddOption(_selling ? "Buy Goods" : "Sell Goods", () =>
{
_selling = !_selling;
Populate();
});
var repairCost = StationServices.RepairCost(GameManager.ItemManager, GameManager.CurrentEntity);
if (repairCost > 0) ContextMenu.AddOption($"Repair ({repairCost:N0})", Repair);
ContextMenu.Show();
});
}
void Update()
{
}
}