Example #1
0
        public bool HandleUseCreateItem(Player player)
        {
            var playerFreeInventorySlots = player.GetFreeInventorySlots();
            var playerFreeContainerSlots = player.GetFreeContainerSlots();
            var playerAvailableBurden    = player.GetAvailableBurden();

            var playerOutOfInventorySlots    = false;
            var playerOutOfContainerSlots    = false;
            var playerExceedsAvailableBurden = false;

            var amount = UseCreateQuantity ?? 1;

            var itemStacks = player.PreCheckItem(UseCreateItem.Value, amount, playerFreeContainerSlots, playerFreeInventorySlots, playerAvailableBurden, out var itemEncumberance, out bool itemRequiresBackpackSlot);

            if (itemRequiresBackpackSlot)
            {
                playerFreeContainerSlots -= itemStacks;
                playerAvailableBurden    -= itemEncumberance;

                playerOutOfContainerSlots = playerFreeContainerSlots < 0;
            }
            else
            {
                playerFreeInventorySlots -= itemStacks;
                playerAvailableBurden    -= itemEncumberance;

                playerOutOfInventorySlots = playerFreeInventorySlots < 0;
            }

            playerExceedsAvailableBurden = playerAvailableBurden < 0;

            if (playerOutOfInventorySlots || playerOutOfContainerSlots || playerExceedsAvailableBurden)
            {
                if (playerExceedsAvailableBurden)
                {
                    player.Session.Network.EnqueueSend(new GameEventCommunicationTransientString(player.Session, "You are too encumbered to use that!"));
                }
                else if (playerOutOfInventorySlots)
                {
                    player.Session.Network.EnqueueSend(new GameEventCommunicationTransientString(player.Session, "You do not have enough pack space to use that!"));
                }
                else //if (playerOutOfContainerSlots)
                {
                    player.Session.Network.EnqueueSend(new GameEventCommunicationTransientString(player.Session, "You do not have enough container slots to use that!"));
                }

                return(false);
            }

            if (itemStacks > 0)
            {
                while (amount > 0)
                {
                    var item = WorldObjectFactory.CreateNewWorldObject(UseCreateItem.Value);

                    if (item is Stackable)
                    {
                        // amount contains a max stack
                        if (item.MaxStackSize <= amount)
                        {
                            item.SetStackSize(item.MaxStackSize);
                            amount -= item.MaxStackSize.Value;
                        }
                        else // not a full stack
                        {
                            item.SetStackSize(amount);
                            amount -= amount;
                        }
                    }
                    else
                    {
                        amount -= 1;
                    }

                    player.TryCreateInInventoryWithNetworking(item);
                }
            }
            else
            {
                player.Session.Network.EnqueueSend(new GameEventCommunicationTransientString(player.Session, $"Unable to use {Name} at this time!"));
                return(false);
            }
            return(true);
        }