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