Beispiel #1
0
 /// <summary>
 /// Resets the trade component.
 /// </summary>
 public void Reset()
 {
     TargetId  = 0;
     ItemCount = 0;
     Gold      = 0;
     State     = TradeState.Item;
     Items     = new ItemContainerComponent(_maxTradeItemsCapacity);
 }
Beispiel #2
0
        /// <inheritdoc />
        public void BuyItem(IPlayerEntity player, NpcShopItemInfo shopItemInfo, int quantity)
        {
            var npc = player.FindEntity <INpcEntity>(x => x.Object.Name == player.PlayerData.CurrentShopName);

            if (npc == null)
            {
                _logger.LogError($"ShopSystem: Cannot find NPC: {player.PlayerData.CurrentShopName}");
                return;
            }

            if (!npc.NpcData.HasShop)
            {
                _logger.LogError($"ShopSystem: NPC {npc.Object.Name} doesn't have a shop.");
                return;
            }

            if (shopItemInfo.Tab < 0 || shopItemInfo.Tab >= ShopData.DefaultTabCount)
            {
                _logger.LogError($"Attempt to buy an item from {npc.Object.Name} shop tab that is out of range.");
                return;
            }

            ItemContainerComponent shopTab = npc.Shop.ElementAt(shopItemInfo.Tab);

            if (shopItemInfo.Slot < 0 || shopItemInfo.Slot > shopTab.MaxCapacity - 1)
            {
                _logger.LogError($"ShopSystem: Item slot index was out of tab bounds. Slot: {shopItemInfo.Slot}");
                return;
            }

            Item shopItem = shopTab.GetItemAtSlot(shopItemInfo.Slot);

            if (shopItem.Id != shopItemInfo.ItemId)
            {
                _logger.LogError($"ShopSystem: Shop item id doens't match the item id that {player.Object.Name} is trying to buy.");
                return;
            }

            if (player.PlayerData.Gold < shopItem.Data.Cost)
            {
                _logger.LogTrace($"ShopSystem: {player.Object.Name} doens't have enough gold to buy item {shopItem.Data.Name} at {shopItem.Data.Cost}.");
                _textPacketFactory.SendDefinedText(player, DefineText.TID_GAME_LACKMONEY);
                return;
            }

            int itemsCreatedCount = _inventorySystem.CreateItem(player, shopItem, quantity);

            if (itemsCreatedCount > 0)
            {
                _playerDataSystem.DecreaseGold(player, shopItem.Data.Cost * itemsCreatedCount);
            }
        }
Beispiel #3
0
        public InventoryWindow(InventoryWindowTemplate template)
            : base(null, template)
        {
            Contract.Requires <ArgumentNullException>(template != null, "template");
            Contract.Requires <ArgumentNullException>(template.Items != null, "template.Items");
            Contract.Requires <ArgumentNullException>(template.World != null, "player");

            _inventory = template.World.Player.Get <ItemContainerComponent>();
            _equipment = template.World.Player.Get <EquipmentComponent>();
            _player    = template.World.Player;

            _bodyPartWidth = _equipment.Slots.Max(s => s.Length) + 5;              // todo replace to code
            _sizeList      = new Rectangle(new Point(1, 1), new Size(Size.Width - 2, Size.Height));
        }
Beispiel #4
0
 void Container_ItemChanged(ItemContainerComponent sender, DEngine.Core.EventArgs <Entity> e)
 {
 }