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); }
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(); }); }