147 lines
6.1 KiB
C#
147 lines
6.1 KiB
C#
using System;
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using System.Linq;
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using VOID.Generic.Dict;
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using VOID.Generic.Objects.Accessory;
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using VOID.Generic.Objects.Armor;
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using VOID.Generic.Objects.Unit.Actions.Exceptions;
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using VOID.Generic.Objects.Weapon;
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using VOID.Generic.Objects.Wearable;
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using VOID.Generic.Objects.Wearable.Events;
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using static VOID.Generic.Util.WearableUtils;
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namespace VOID.Generic.Objects.Unit.Actions
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{
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public class EquipAction : AbstractAction
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{
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private readonly UnitObject _unit;
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private readonly WearableObject _item;
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private readonly int _slotIndex;
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private readonly EquipmentSlotType _slot;
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public EquipAction(UnitObject unit, WearableObject item, int slotIndex)
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{
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_unit = unit;
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_item = item;
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_slotIndex = slotIndex;
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_slot = (EquipmentSlotType)slotIndex;
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}
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public EquipAction(UnitObject unit, WearableObject item)
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{
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_unit = unit;
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_item = item;
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_slot = FindEquipmentSlot();
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_slotIndex = (int)_slot;
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}
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public override bool IsInRange() => true;
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protected override void OnEndIt() {}
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protected override void OnCancelIt() {}
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public override void CanDoIt()
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{
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Check(
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state == ActionState.Ready,
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UnitActionErrorType.ActionStateIsNotReady);
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if (_unit.basicState.turnManager)
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{
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Check(
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_unit.unitState.isSelfTurn,
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UnitActionErrorType.UnitSelfTurnNotActive);
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Check(
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_unit.unitData.currentResources.actionPoints >= 1,
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UnitActionErrorType.UnitNotEnoughActionPoints);
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}
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Check(
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_unit.unitEquipment.CanEquipInSlot(_slotIndex, _item),
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UnitActionErrorType.CannotEquipItemInThatSlot);
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Check(
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_unit.unitState.isControllable,
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UnitActionErrorType.UnitStateIsNotControllable);
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Check(
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_item.itemState.carriedBy == _unit,
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UnitActionErrorType.UnitDontCarryThatItem);
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Check(
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_item.wearableData.requirements.All(requirement => requirement.Check(_unit)),
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UnitActionErrorType.RequirementsNotMeetToEquipThatItem);
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}
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protected override void OnDoIt()
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{
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if (_unit.basicState.turnManager)
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_unit.unitData.UseResource(UnitResourceType.ActionPoints, 1);
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var equipEvent = new EquipEvent
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{
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wearable = _item,
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unit = _unit,
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slotIndex = _slotIndex,
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slotType = _slot
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};
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_item.wearableEvents.onEquippedBefore.Invoke(equipEvent);
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_unit.unitEvents.onEquipBefore.Invoke(equipEvent);
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Check(!equipEvent.prevented, UnitActionErrorType.EquipIsPrevented);
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TryToUnEquip();
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BeforePerform();
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// Move item from Backpack to Equipment
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_unit.unitBackpack.Drop(_item);
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_unit.unitEquipment.Equip(_slotIndex, _item);
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// Execute events
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_item.wearableEvents.onEquippedAfter.Invoke(equipEvent);
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_unit.unitEvents.onEquipAfter.Invoke(equipEvent);
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AfterPerform();
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EndIt();
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}
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private void TryToUnEquip()
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{
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var toUnEquip = _unit.unitEquipment.GetEquipped(_slotIndex);
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if (toUnEquip) new UnEquipAction(_unit, toUnEquip).DoIt();
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// All WearableObjects un-equip only this item where it will be equipped
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// EXCEPT WeaponObject - these also can un-equip additionally mainHand or offHand, only when dealing with two-handed weapons
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if (_item is not WeaponObject weapon) return;
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var mainHand = _unit.unitEquipment.GetEquipped(EquipmentSlotType.MainHand) as WeaponObject;
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var offHand = _unit.unitEquipment.GetEquipped(EquipmentSlotType.OffHand) as WeaponObject;
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// UNEQUIP MAINHAND - if it is two-hand, we try to equip something in offhand
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if (mainHand && _slot == EquipmentSlotType.OffHand && mainHand.weaponData.weaponCarryType is WeaponCarryType.TwoHand)
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new UnEquipAction(_unit, mainHand).DoIt();
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// UNEQUIP OFFHAND - if we try to equip something two-handed
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if (offHand && weapon.weaponData.weaponCarryType == WeaponCarryType.TwoHand)
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new UnEquipAction(_unit, offHand).DoIt();
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}
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private EquipmentSlotType FindEquipmentSlot()
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{
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var equippedRingOne = _unit.unitEquipment.GetEquipped(EquipmentSlotType.RingOne);
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var equippedRingTwo = _unit.unitEquipment.GetEquipped(EquipmentSlotType.RingTwo);
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return _item switch
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{
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WeaponObject when !IsWeaponCarryType(_item, WeaponCarryType.OneHandOff) => EquipmentSlotType.MainHand,
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WeaponObject when IsWeaponCarryType(_item, WeaponCarryType.OneHandOff) => EquipmentSlotType.OffHand,
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ArmorObject when IsType(_item, ArmorType.Helmet) => EquipmentSlotType.Helmet,
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ArmorObject when IsType(_item, ArmorType.Armor) => EquipmentSlotType.Armor,
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ArmorObject when IsType(_item, ArmorType.Pants) => EquipmentSlotType.Pants,
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ArmorObject when IsType(_item, ArmorType.Belt) => EquipmentSlotType.Belt,
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ArmorObject when IsType(_item, ArmorType.Boots) => EquipmentSlotType.Boots,
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ArmorObject when IsType(_item, ArmorType.Gloves) => EquipmentSlotType.Gloves,
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AccessoryObject when IsType(_item, AccessoryType.Necklace) => EquipmentSlotType.Necklace,
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AccessoryObject when IsType(_item, AccessoryType.Ring) && (!equippedRingOne || equippedRingTwo) => EquipmentSlotType.RingOne,
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AccessoryObject when IsType(_item, AccessoryType.Ring) && (equippedRingOne && !equippedRingTwo) => EquipmentSlotType.RingTwo,
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_ => throw new ArgumentOutOfRangeException(nameof(_item))
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};
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}
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}
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} |