Aetheria/Assets/Scripts/ServerShared/Behaviors/ItemUsage.cs
hyperion51 8cd4ea3dc5 Massive Item Behavior Refactoring
Item behaviors are now separated into more granular units, allowing designers to create more interesting items by combining behaviors
2020-05-12 01:42:13 +01:00

55 lines
No EOL
1.4 KiB
C#

using System;
using System.Linq;
using MessagePack;
using Newtonsoft.Json;
[InspectableField, MessagePackObject, JsonObject(MemberSerialization.OptIn)]
public class ItemUsageData : BehaviorData
{
[InspectableDatabaseLink(typeof(SimpleCommodityData)), JsonProperty("item"), Key(1)]
public Guid Item;
public override IBehavior CreateInstance(GameContext context, Entity entity, Gear item)
{
return new ItemUsage(context, this, entity, item);
}
}
[UpdateOrder(-5)]
public class ItemUsage : IBehavior
{
private ItemUsageData _data;
private Entity Entity { get; }
private Gear Item { get; }
private GameContext Context { get; }
public BehaviorData Data => _data;
public ItemUsage(GameContext context, ItemUsageData data, Entity entity, Gear item)
{
_data = data;
Entity = entity;
Item = item;
Context = context;
}
public bool Update(float delta)
{
var cargoInstances = Entity.Cargo.Select(c => Context.Cache.Get<ItemInstance>(c));
if (cargoInstances.FirstOrDefault(c => c.Data == _data.Item) is SimpleCommodity item)
{
if (item.Quantity > 1)
item.Quantity--;
else
{
Entity.Cargo.Remove(item.ID);
Context.Cache.Delete(item);
}
return true;
}
return false;
}
}