Exemple #1
0
        private bool TryPlaceObject(Player player, Vector3i position, Quaternion rotation, out bool canOwn)
        {
            this.bonusPapers = 0;
            if (!this.TryPlaceObjectOnSolidGround(player, position, rotation))
            {
                canOwn = false;
                return(false);
            }

            canOwn = true;

            foreach (var pos in PlotUtil.GetAllPropertyPos(position, virtualOccupancy))
            {
                var plot = PropertyManager.GetPlot(pos);
                if (plot == null || plot.DeedId == Guid.Empty)
                {
                    continue;                                                     // Unowned plot.
                }
                if (plot.Owners == player.User)
                {
                    this.bonusPapers++; continue;
                }                                                                 // Already claimed, increase amount of bonus papers.

                canOwn = false;
                var result = ServiceHolder <IAuthManager> .Obj.IsAuthorized(plot.Position, player.User, AccessType.ConsumerAccess, null);

                if (!result.Success)
                {
                    player.Error(result.Message);
                    return(false);
                }
            }

            return(true);
        }
Exemple #2
0
        public override void OnAreaValid(GameActionPack pack, Player player, Vector3i position, Quaternion rotation)
        {
            var deed = PropertyManager.FindConnectedDeedOrCreate(player.User, position.XZ);

            foreach (var plotPosition in PlotUtil.GetAllPropertyPos(position, virtualOccupancy))
            {
                if (!this.IsPlotAuthorized(plotPosition, player.User, out var canClaimPlot))
                {
                    return;
                }

                if (canClaimPlot)
                {
                    pack.ClaimProperty(deed, player.User, player.User.Inventory, plotPosition, requirePapers: false);
                }
            }

            if (!pack.EarlyResult)
            {
                return;
            }

            pack.AddPostEffect(() =>
            {
                var camp      = WorldObjectManager.ForceAdd(typeof(CampsiteObject), player.User, position, rotation, false);
                var stockpile = WorldObjectManager.ForceAdd(typeof(TinyStockpileObject), player.User, position + rotation.RotateVector(Vector3i.Right * 3), rotation, false);
                player.User.OnWorldObjectPlaced.Invoke(camp);
                player.User.Markers.Add(camp.Position3i + Vector3i.Up, camp.UILinkContent(), false);
                var storage   = camp.GetComponent <PublicStorageComponent>();
                var changeSet = new InventoryChangeSet(storage.Inventory);
                PlayerDefaults.GetDefaultCampsiteInventory().ForEach(x => changeSet.AddItems(x.Key, x.Value, storage.Inventory));

                //If we're running a settlement system, create the homestead item now and fill it with homestead-specific claim papers.
                if (SettlementPluginConfig.Obj.SettlementSystemEnabled)
                {
                    var marker     = WorldObjectManager.ForceAdd(typeof(HomesteadMarkerObject), player.User, position + rotation.RotateVector(new Vector3i(3, 0, 3)), rotation, false);
                    var markerComp = marker.GetComponent <SettlementMarkerComponent>();
                    markerComp.Settlement.Citizenship.AddSpawnedClaims(this.bonusPapers);
                    markerComp.UpdateSpawnedClaims();
                }
                else
                {
                    //For the old system, add the papers to the tent.
                    if (this.bonusPapers > 0)
                    {
                        changeSet.AddItems(typeof(PropertyClaimItem), this.bonusPapers);
                    }
                }
                changeSet.Apply();
            });
        }