Item behaviors are now separated into more granular units, allowing designers to create more interesting items by combining behaviors
55 lines
No EOL
1.4 KiB
C#
55 lines
No EOL
1.4 KiB
C#
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using System;
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using System.Linq;
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using MessagePack;
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using Newtonsoft.Json;
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[InspectableField, MessagePackObject, JsonObject(MemberSerialization.OptIn)]
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public class ItemUsageData : BehaviorData
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{
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[InspectableDatabaseLink(typeof(SimpleCommodityData)), JsonProperty("item"), Key(1)]
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public Guid Item;
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public override IBehavior CreateInstance(GameContext context, Entity entity, Gear item)
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{
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return new ItemUsage(context, this, entity, item);
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}
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}
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[UpdateOrder(-5)]
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public class ItemUsage : IBehavior
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{
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private ItemUsageData _data;
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private Entity Entity { get; }
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private Gear Item { get; }
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private GameContext Context { get; }
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public BehaviorData Data => _data;
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public ItemUsage(GameContext context, ItemUsageData data, Entity entity, Gear item)
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{
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_data = data;
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Entity = entity;
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Item = item;
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Context = context;
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}
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public bool Update(float delta)
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{
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var cargoInstances = Entity.Cargo.Select(c => Context.Cache.Get<ItemInstance>(c));
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if (cargoInstances.FirstOrDefault(c => c.Data == _data.Item) is SimpleCommodity item)
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{
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if (item.Quantity > 1)
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item.Quantity--;
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else
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{
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Entity.Cargo.Remove(item.ID);
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Context.Cache.Delete(item);
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}
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return true;
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}
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return false;
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}
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} |