Exemple #1
0
        private void MoveItemHere(ItemEntity item, Flags newFlag)
        {
            // get the old location stored as it'll be used in the notifications
            int   oldLocation = item.LocationID;
            Flags oldFlag     = item.Flag;

            // rig slots cannot be moved
            if (item.IsInRigSlot() == true)
            {
                throw new CannotRemoveUpgradeManually();
            }

            // special situation, if the old location is a module slot ensure the item is first offlined
            if (item.IsInModuleSlot() == true)
            {
                if (item is ShipModule module)
                {
                    if (module.Attributes[Attributes.isOnline] == 1)
                    {
                        module.StopApplyingEffect("online", Client);
                    }

                    // disable passive effects too
                    module.StopApplyingPassiveEffects(Client);
                }
            }

            // extra special situation, is the new flag an autofit one?
            if (newFlag == Flags.AutoFit)
            {
                // capsules cannot fit anything
                if (this.mInventory.Type.ID == (int)Types.Capsule)
                {
                    throw new CantFitToCapsule();
                }

                if (this.mInventory is Ship ship)
                {
                    // determine where to put the item
                    if (item is ShipModule module)
                    {
                        if (module.IsHighSlot() == true)
                        {
                            newFlag = this.GetFreeHighSlot(ship);
                        }
                        else if (module.IsMediumSlot() == true)
                        {
                            newFlag = this.GetFreeMediumSlot(ship);
                        }
                        else if (module.IsLowSlot() == true)
                        {
                            newFlag = this.GetFreeLowSlot(ship);
                        }
                        else if (module.IsRigSlot() == true)
                        {
                            newFlag = this.GetFreeRigSlot(ship);
                        }
                        else
                        {
                            // this item cannot be fitted, move it to cargo, maybe throw a exception about not being able to fit it?
                            newFlag = Flags.Cargo;
                        }
                    }
                    // TODO: HANDLE CHARGES!
                    else
                    {
                        newFlag = Flags.Cargo;
                    }
                }
                else
                {
                    newFlag = Flags.Hangar;
                }
            }

            // special situation, if the new location is a module slot ensure the item is a singleton (TODO: HANDLE CHARGES TOO)
            if (newFlag.IsModule() == true)
            {
                ShipModule module = null;

                if (item is ShipModule shipModule)
                {
                    module = shipModule;
                }

                if (item.Quantity == 1)
                {
                    // remove item off the old inventory if required
                    if (this.ItemFactory.TryGetItem(item.LocationID, out ItemInventory inventory) == true)
                    {
                        inventory.RemoveItem(item);
                    }

                    OnItemChange changes = new OnItemChange(item);

                    if (item.Singleton == false)
                    {
                        changes.AddChange(ItemChange.Singleton, item.Singleton);
                    }

                    item.LocationID = this.mInventory.ID;
                    item.Flag       = newFlag;
                    item.Singleton  = true;

                    changes
                    .AddChange(ItemChange.LocationID, oldLocation)
                    .AddChange(ItemChange.Flag, (int)oldFlag);

                    // notify the character about the change
                    Client.NotifyMultiEvent(changes);
                    // update meta inventories too
                    this.ItemFactory.MetaInventoryManager.OnItemMoved(item, oldLocation, this.mInventory.ID);

                    // finally persist the item changes
                    item.Persist();
                }
                else
                {
                    // item is not a singleton, create a new item, decrease quantity and send notifications
                    ItemEntity newItem = this.ItemFactory.CreateSimpleItem(item.Type, item.OwnerID, this.mInventory.ID, newFlag, 1, false,
                                                                           true);

                    item.Quantity -= 1;

                    // notify the quantity change and the new item
                    Client.NotifyMultiEvent(OnItemChange.BuildQuantityChange(item, item.Quantity + 1));
                    Client.NotifyMultiEvent(OnItemChange.BuildLocationChange(newItem, Flags.None, 0));

                    item.Persist();

                    // replace reference so the following code handle things properly
                    item = newItem;

                    if (item is ShipModule shipModule2)
                    {
                        module = shipModule2;
                    }
                }

                try
                {
                    // apply all the passive effects (this also blocks the item fitting if the initialization fails)
                    module?.ApplyPassiveEffects(Client);
                    // extra check, ensure that the character has the required skills
                }
                catch (UserError)
                {
                    // ensure that the passive effects that got applied already are removed from the item
                    module?.StopApplyingPassiveEffects(Client);

                    int   newOldLocation = item.LocationID;
                    Flags newOldFlag     = item.Flag;

                    // now undo the whole thing
                    item.LocationID = oldLocation;
                    item.Flag       = oldFlag;

                    Client.NotifyMultiEvent(OnItemChange.BuildLocationChange(item, newOldFlag, newOldLocation));
                    throw;
                }

                // ensure the new inventory knows
                this.mInventory.AddItem(item);

                module?.Persist();

                // put the module online after fitting it as long as it's a normal module
                if (module?.IsRigSlot() == false)
                {
                    module?.ApplyEffect("online", Client);
                }
            }
            else
            {
                // remove item off the old inventory if required
                if (this.ItemFactory.TryGetItem(item.LocationID, out ItemInventory inventory) == true)
                {
                    inventory.RemoveItem(item);
                }

                // set the new location for the item
                item.LocationID = this.mInventory.ID;
                item.Flag       = newFlag;

                // notify the character about the change
                Client.NotifyMultiEvent(OnItemChange.BuildLocationChange(item, oldFlag, oldLocation));
                // update meta inventories too
                this.ItemFactory.MetaInventoryManager.OnItemMoved(item, oldLocation, this.mInventory.ID);

                // ensure the new inventory knows
                this.mInventory.AddItem(item);

                // finally persist the item changes
                item.Persist();
            }
        }