Implement money utility APIs

Part of #6
This commit is contained in:
zontreck 2025-06-05 16:44:48 -07:00
parent ac8ac62d27
commit a88807045e
4 changed files with 164 additions and 43 deletions

View file

@ -1,6 +1,7 @@
using System;
using System.Collections.Generic;
using System.Runtime.ConstrainedExecution;
using Vintagestory.API.Common;
using Vintagestory.API.Server;
namespace AriasServerUtils
@ -114,10 +115,39 @@ namespace AriasServerUtils
public Dictionary<string, Warp> warps = new Dictionary<string, Warp>();
}
/// <summary>
/// This contains per command costs, as well as helper functions that can refund a player, or check if the player has the required balance, or payment
///
/// </summary>
[Serializable]
public class Costs
{
public Dictionary<string, int> costs = new Dictionary<string, int>();
/// <summary>
/// Checks if the player has the balance required to use the command
/// </summary>
/// <param name="cmd">The command the player is trying to use</param>
/// <param name="player">The player</param>
/// <returns>True if the player has the required balance</returns>
public bool PlayerHasBalance(string cmd, EntityPlayer player)
{
int gears = 0;
int required = 0;
if (costs.ContainsKey(cmd))
{
// Get the cost for that command
required = costs[cmd];
}
// Scan the player inventory, check gears
if (gears >= required) return true;
return false;
}
}

View file

@ -32,14 +32,6 @@ namespace AriasServerUtils
internal bool isFirstStart = true;
internal static string[] saveInvTypes = new string[] {
GlobalConstants.hotBarInvClassName,
GlobalConstants.backpackInvClassName,
GlobalConstants.craftingInvClassName,
GlobalConstants.mousecursorInvClassName,
GlobalConstants.characterInvClassName
};
List<EntityAgent> SleepingPlayers { get; set; } = new();
float OriginalSpeed { get; set; } = 0.0f;
public double Hours { get; private set; } = 0.0;
@ -503,42 +495,10 @@ namespace AriasServerUtils
private void OnPlayerDeath(IServerPlayer player, DamageSource damageSource)
{
PlayerInventory inv = new PlayerInventory();
var invMgr = player.InventoryManager;
PlayerInventory inv = RustyGearUtils.GetAllItems(player);
NewBackCacheForPlayer(player);
var iBackpackSlotNum = 0;
foreach (var type in saveInvTypes)
{
foreach (var stack in invMgr.GetOwnInventory(type))
{
if (iBackpackSlotNum >= 4)
{
continue;
}
if (type == GlobalConstants.backpackInvClassName)
{
iBackpackSlotNum++;
}
if (stack.Empty) continue;
if (stack.Inventory.ClassName == GlobalConstants.characterInvClassName)
{
if (stack.Itemstack.ItemAttributes?["protectionModifiers"].Exists ?? false)
{
inv.Items.Add(stack.Itemstack.Clone());
}
}
else
inv.Items.Add(stack.Itemstack.Clone());
API.Logger.Notification($"SAVED STORAGE ITEM TYPE: {stack.Itemstack}");
}
}
backupInventory[player.PlayerName] = inv;
}

View file

@ -0,0 +1,131 @@
using System;
using AriasServerUtils;
using Vintagestory.API.Common;
using Vintagestory.API.Config;
using Vintagestory.API.Datastructures;
using Vintagestory.API.Server;
using Vintagestory.API.Util;
public static class RustyGearUtils
{
internal static string[] saveInvTypes = new string[] {
GlobalConstants.hotBarInvClassName,
GlobalConstants.backpackInvClassName,
GlobalConstants.craftingInvClassName,
GlobalConstants.mousecursorInvClassName,
GlobalConstants.characterInvClassName
};
// Replace with the correct code if it's different
private const string RustyGearCode = "currency-rustygear";
/// <summary>
/// Counts the total number of rusty gears in the player's inventory.
/// </summary>
public static int CountRustyGears(IServerPlayer player)
{
int total = 0;
player.Entity.WalkInventory((slot) =>
{
if (slot is ItemSlotCreative || !(slot.Inventory is InventoryBasePlayer)) return true;
total += CurrencyValuePerItem(slot) * slot.StackSize;
return true;
});
return total;
}
private static int CurrencyValuePerItem(ItemSlot slot)
{
JsonObject obj = slot.Itemstack?.Collectible?.Attributes?["currency"];
if (obj != null && obj.Exists)
{
JsonObject v = obj["value"];
return v.Exists ? v.AsInt(0) : 0;
}
return 0;
}
/// <summary>
/// Attempts to subtract a specific number of rusty gears from the player's inventory.
/// </summary>
/// <param name="player">The player.</param>
/// <param name="amount">How many gears to remove.</param>
/// <returns>True if the full amount was successfully removed, false if not enough gears.</returns>
public static bool SubtractRustyGears(IServerPlayer player, int amount)
{
// Check if the player has enough rusty gears
int currentAmount = CountRustyGears(player);
if (currentAmount < amount) return false;
// Subtract the specified amount of rusty gears from the player's inventory
player.Entity.WalkInventory((slot) =>
{
if (slot is ItemSlotCreative || !(slot.Inventory is InventoryBasePlayer)) return true;
int value = CurrencyValuePerItem(slot) * slot.StackSize;
if (value > 0 && slot.StackSize > 0)
{
// Calculate the amount of rusty gears to remove from this slot
int amountToRemove = Math.Min(value, amount);
// If the slot size is less than or equal to the amount to remove, set the slot's itemstack to null
if (slot.StackSize <= amountToRemove) slot.Itemstack = null;
else
{
// Otherwise, subtract the amount to remove from the slot size and decrement the total amount
slot.Itemstack.StackSize -= amountToRemove;
amount -= amountToRemove;
}
}
// If the total amount has been removed, return true
if (amount <= 0) return true; // we're done
return true;
});
// If the player's inventory still contains rusty gears, they don't have enough to remove
return false;
}
public static PlayerInventory GetAllItems(IServerPlayer player)
{
PlayerInventory inv = new PlayerInventory();
var invMgr = player.InventoryManager;
var iBackpackSlotNum = 0;
foreach (var type in saveInvTypes)
{
foreach (var stack in invMgr.GetOwnInventory(type))
{
if (iBackpackSlotNum >= 4)
{
continue;
}
if (type == GlobalConstants.backpackInvClassName)
{
iBackpackSlotNum++;
}
if (stack.Empty) continue;
if (stack.Inventory.ClassName == GlobalConstants.characterInvClassName)
{
if (stack.Itemstack.ItemAttributes?["protectionModifiers"].Exists ?? false)
{
inv.Items.Add(stack.Itemstack.Clone());
}
}
else
inv.Items.Add(stack.Itemstack.Clone());
}
}
return inv;
}
}

View file

@ -3,8 +3,8 @@
"modid": "ariasserverutils",
"name": "Aria's Server Utilities",
"authors": ["zontreck"],
"description": "A collection of server utilities\n\nBuild Date: 06-05-2025 @ 12:38 PM MST",
"version": "1.1.0-dev.2",
"description": "A collection of server utilities\n\nBuild Date: 06-05-2025 @ 4:44 PM MST",
"version": "1.1.0-dev.3",
"dependencies": {
"game": ""
}