Refactor UISnapshotPanelBuyAll to improve block purchase logic
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@@ -43,87 +43,118 @@ namespace TerraTech {
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m_TechAvailLookup = m_TechAvailLookupTraverse.GetValue<Dictionary<Snapshot, TechDataAvailValidation>>();
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}
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public void OnPointerClick(PointerEventData eventData) {
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if (Main.debugBuyAll.Value)
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Console.WriteLine("UISnapshotPanel.OnPointerClick: {0} {1}", gameObject.name, eventData.button);
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try {
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if (eventData.button == PointerEventData.InputButton.Right) {
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SnapshotLiveData selectedSnapshotData = UISnapshotPanelBuyAll.selectedData;
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if (selectedSnapshotData == null) {
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if (Main.debugBuyAll.Value)
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Console.WriteLine("Selected snapshot data is null wtf??: {0} {1}", gameObject.name,
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eventData.button);
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return;
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}
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Snapshot selectedSnapshot = selectedSnapshotData.m_Snapshot;
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if (selectedSnapshot == null) {
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if (Main.debugBuyAll.Value)
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Console.WriteLine("Selected snapshot is null wtf??: {0} {1}", gameObject.name,
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eventData.button);
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return;
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}
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TechDataAvailValidation techDataAvail;
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bool ok = m_TechAvailLookup.TryGetValue(selectedSnapshot, out techDataAvail);
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if (!ok) {
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if (Main.debugBuyAll.Value)
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Console.WriteLine("Failed to find TechDataAvailValidation for snapshot: {0}",
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selectedSnapshot);
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return;
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}
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var trav = Traverse.Create(techDataAvail);
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var m_BlockAvailabilityField = trav.Field("m_BlockAvailability");
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var m_BlockAvailability =
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m_BlockAvailabilityField
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.GetValue<Dictionary<BlockTypes, TechDataAvailValidation.BlockTypeAvailability>>();
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private Dictionary<BlockTypes, int> CalculateMissingBlocks(
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Dictionary<BlockTypes, TechDataAvailValidation.BlockTypeAvailability> blockAvailability, bool isSpawning) {
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Dictionary<BlockTypes, int> missing = new Dictionary<BlockTypes, int>();
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foreach (var kvp in blockAvailability) {
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int numMissing;
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if (isSpawning)
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numMissing = kvp.Value.numRequired - kvp.Value.numInInventory;
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else
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numMissing = kvp.Value.numRequired - kvp.Value.numInInventory - kvp.Value.numOnPlayerTech;
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if (numMissing > 0 || !isSpawning)
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missing.Add(kvp.Key, isSpawning ? numMissing : kvp.Value.numRequired);
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}
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return missing;
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}
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private int CalculateTotalCost(Dictionary<BlockTypes, int> missingBlocks) {
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int totalCost = 0;
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RecipeManager recipeManager = Singleton.Manager<RecipeManager>.inst;
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foreach (var kvp in m_BlockAvailability) {
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if (kvp.Value.numRequired - kvp.Value.numInInventory > 0) {
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int numMissing = kvp.Value.numRequired - kvp.Value.numInInventory;
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missing.Add(kvp.Key, numMissing);
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if (Main.debugBuyAll.Value)
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Console.WriteLine("Missing {0} of {1}", numMissing, kvp.Key);
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int cost = recipeManager.GetBlockBuyPrice(kvp.Key) * numMissing;
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foreach (var kvp in missingBlocks) {
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int cost = recipeManager.GetBlockBuyPrice(kvp.Key) * kvp.Value;
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totalCost += cost;
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if (Main.debugBuyAll.Value)
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Console.WriteLine("{0} of {1} would cost {2}, total now {3}", numMissing, kvp.Key, cost,
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totalCost);
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Console.WriteLine("{0} of {1} would cost {2}, total now {3}", kvp.Value, kvp.Key, cost, totalCost);
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}
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return totalCost;
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}
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if (totalCost > 0) {
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if (Main.debugBuyAll.Value)
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Console.WriteLine("Total cost: {0}", totalCost);
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}
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else {
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if (Main.debugBuyAll.Value)
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Console.WriteLine("No blocks missing, nothing to do");
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return;
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}
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private bool TryPurchaseBlocks(Dictionary<BlockTypes, int> missingBlocks, int totalCost) {
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ManPlayer player = Singleton.Manager<ManPlayer>.inst;
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if (player.GetCurrentMoney() < totalCost) {
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if (Main.debugBuyAll.Value)
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Console.WriteLine("Not enough money, have {0} but need {1}, nothing to do",
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player.GetCurrentMoney(), totalCost);
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return;
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return false;
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}
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player.PayMoney(totalCost);
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foreach (var kvp in missing) {
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foreach (var kvp in missingBlocks) {
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if (Main.debugBuyAll.Value)
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Console.WriteLine("Buying {0} of {1}", kvp.Value, kvp.Key);
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player.PlayerInventory.HostAddItem(kvp.Key, kvp.Value);
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}
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return true;
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}
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private bool ProcessPurchase(
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Dictionary<BlockTypes, TechDataAvailValidation.BlockTypeAvailability> blockAvailability, bool isSpawning) {
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try {
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if (blockAvailability == null) {
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if (Main.debugBuyAll.Value)
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Console.WriteLine("Block availability is null (wtf?), nothing to do");
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return false;
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}
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var missingBlocks = CalculateMissingBlocks(blockAvailability, isSpawning);
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int totalCost = CalculateTotalCost(missingBlocks);
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if (totalCost > 0) {
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if (Main.debugBuyAll.Value)
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Console.WriteLine("Total cost: {0}", totalCost);
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return TryPurchaseBlocks(missingBlocks, totalCost);
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}
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if (Main.debugBuyAll.Value)
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Console.WriteLine("No blocks missing or no cost calculated");
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return false;
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} catch (Exception e) {
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if (Main.debugBuyAll.Value)
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Console.WriteLine("Error during purchase processing: {0}", e);
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return false;
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}
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}
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catch (Exception e) {
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private Dictionary<BlockTypes, TechDataAvailValidation.BlockTypeAvailability> GetCurrentBlockAvailability() {
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SnapshotLiveData selectedSnapshotData = UISnapshotPanelBuyAll.selectedData;
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Snapshot selectedSnapshot = selectedSnapshotData.m_Snapshot;
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if (selectedSnapshot == null) {
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if (Main.debugBuyAll.Value)
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Console.WriteLine("Selected snapshot is null wtf??: {0}", gameObject.name);
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return null;
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}
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TechDataAvailValidation techDataAvail;
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if (!m_TechAvailLookup.TryGetValue(selectedSnapshot, out techDataAvail)) {
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if (Main.debugBuyAll.Value)
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Console.WriteLine("Failed to find TechDataAvailValidation for snapshot: {0}", selectedSnapshot);
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return null;
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}
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var trav = Traverse.Create(techDataAvail);
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var mBlockAvailabilityField = trav.Field("m_BlockAvailability");
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var mBlockAvailability =
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mBlockAvailabilityField
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.GetValue<Dictionary<BlockTypes, TechDataAvailValidation.BlockTypeAvailability>>();
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return mBlockAvailability;
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}
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public void OnPointerClick(PointerEventData eventData) {
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if (Main.debugBuyAll.Value)
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Console.WriteLine("UISnapshotPanel.OnPointerClick: {0} {1}", gameObject.name, eventData.button);
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try {
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if (eventData.button == PointerEventData.InputButton.Right) {
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// For now, we're using the spawn new tech logic (isSpawning = true)
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// You can add another button/input handler that calls this with isSpawning = false for morphing
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ProcessPurchase(GetCurrentBlockAvailability(), true);
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}
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} catch (Exception e) {
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if (Main.debugBuyAll.Value)
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Console.WriteLine("Shit exploded fml: {0}", e);
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}
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