Files
AdamuSw/src/GameLogic/DroppedMoney.cs
2026-07-14 19:00:35 +03:00

173 lines
5.5 KiB
C#

// <copyright file="DroppedMoney.cs" company="MUnique">
// Licensed under the MIT License. See LICENSE file in the project root for full license information.
// </copyright>
namespace MUnique.OpenMU.GameLogic;
using System.Diagnostics;
using System.Threading;
using MUnique.OpenMU.GameLogic.Attributes;
using MUnique.OpenMU.Pathfinding;
using Nito.AsyncEx;
/// <summary>
/// Money which got dropped on the ground of a map.
/// </summary>
public sealed class DroppedMoney : AsyncDisposable, ILocateable
{
/// <summary>
/// Gets the pickup lock. Used to synchronize pick up requests from the players.
/// </summary>
private readonly AsyncLock _pickupLock;
private Timer? _removeTimer;
private bool _availableToPick = true;
/// <summary>
/// Initializes a new instance of the <see cref="DroppedMoney" /> class.
/// </summary>
/// <param name="amount">The amount.</param>
/// <param name="position">The position where the item was dropped on the map.</param>
/// <param name="map">The map.</param>
public DroppedMoney(uint amount, Point position, GameMap map)
{
this.Amount = amount;
this._pickupLock = new();
this.Position = position;
this.CurrentMap = map;
this._removeTimer = new Timer(this.OnTimerTimeout, null, (int)map.ItemDropDuration.TotalMilliseconds, Timeout.Infinite);
}
/// <summary>
/// Gets the money item.
/// </summary>
public uint Amount { get; }
/// <inheritdoc />
public Point Position { get; set; }
/// <summary>
/// Gets or sets the identifier.
/// </summary>
public ushort Id { get; set; }
/// <inheritdoc/>
public GameMap CurrentMap { get; }
/// <summary>
/// Tries to pick the money by the specified player.
/// </summary>
/// <param name="player">The player.</param>
/// <returns>
/// The success.
/// </returns>
/// <remarks>
/// Can be overwritten, for example for quest items which dropped only for a specific player.
/// </remarks>
public async ValueTask<bool> TryPickUpByAsync(Player player)
{
player.Logger.LogDebug("Player {0} tries to pick up {1}", player, this);
using (await this._pickupLock.LockAsync())
{
if (!this._availableToPick)
{
player.Logger.LogDebug("Picked up by another player in the mean time, Player {0}, Money {1}", player, this);
return false;
}
this._availableToPick = false;
}
if (player.Party is { } party)
{
var partyMembers = party.PartyList
.OfType<Player>()
.Where(p => p.CurrentMap == player.CurrentMap && !p.IsAtSafezone() && p.Attributes is { })
.ToList();
if (partyMembers.Count > 0)
{
var share = (int)(this.Amount / partyMembers.Count);
foreach (var member in partyMembers)
{
member.TryAddMoney((int)(share * member.Attributes![Stats.MoneyAmountRate]));
}
}
}
else
{
var clampMoneyOnPickup = player.GameContext?.Configuration?.ClampMoneyOnPickup ?? false;
if (clampMoneyOnPickup)
{
var maxMoney = player.GameContext?.Configuration?.MaximumInventoryMoney ?? int.MaxValue;
var currentMoney = player.Money;
var amountToAdd = (int)Math.Min(this.Amount, (uint)Math.Max(0, maxMoney - currentMoney));
if (amountToAdd <= 0)
{
player.Logger.LogDebug("Player is at maximum money limit, Player {0}, Money {1}", player, this);
return false;
}
if (!player.TryAddMoney(amountToAdd))
{
player.Logger.LogDebug("Money could not be added to the inventory, Player {0}, Money {1}", player, this);
return false;
}
}
else
{
if (!player.TryAddMoney((int)this.Amount))
{
player.Logger.LogDebug("Money could not be added to the inventory, Player {0}, Money {1}", player, this);
return false;
}
}
}
await this.DisposeAsync().ConfigureAwait(false);
return true;
}
/// <inheritdoc/>
public override string ToString()
{
return $"Money: {this.Amount} at {this.CurrentMap.Definition.Name} ({this.Position})";
}
/// <inheritdoc />
protected override async ValueTask DisposeAsyncCore()
{
if (this._removeTimer is { } timer)
{
try
{
this._removeTimer = null;
await timer.DisposeAsync().ConfigureAwait(false);
await this.CurrentMap.RemoveAsync(this).ConfigureAwait(false);
}
catch (Exception e)
{
Debug.Fail(e.Message, e.StackTrace);
}
}
await base.DisposeAsyncCore().ConfigureAwait(false);
}
[System.Diagnostics.CodeAnalysis.SuppressMessage("Usage", "VSTHRD100:Avoid async void methods", Justification = "Catching all Exceptions.")]
private async void OnTimerTimeout(object? state)
{
try
{
await this.DisposeAsync().ConfigureAwait(false);
}
catch (Exception ex)
{
Debug.Fail(ex.Message, ex.StackTrace);
}
}
}