@@ -16,6 +16,8 @@ using ReallifeGamemode.Server.Events;
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using System;
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using ReallifeGamemode.Server.Core.API;
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using ReallifeGamemode.Server.Factions.Medic;
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using Microsoft.Extensions.Logging;
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using ReallifeGamemode.Server.Log;
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/**
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* @overview Life of German Reallife - Managers Interaction (InteractionManager.cs)
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@@ -27,6 +29,8 @@ namespace ReallifeGamemode.Server.Managers
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{
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public class InteractionManager : Script
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{
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private static readonly ILogger logger = LogManager.GetLogger<InteractionManager>();
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#region Eigeninteraktionen Taste-M
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[RemoteEvent("CLIENT:InteractionMenu_AcceptInvite")]
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@@ -484,8 +488,8 @@ namespace ReallifeGamemode.Server.Managers
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using var dbContext = new DatabaseContext();
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var user = player.GetUser(dbContext);
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ServerVehicle serverVehicle = dbContext.ServerVehicles.FirstOrDefault(v => v.Id == id);
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if(serverVehicle is UserVehicle)
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if (serverVehicle is UserVehicle)
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{
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UserVehicle userVehicle = dbContext.UserVehicles.Where(v => v.Id == id && v.UserId == user.Id).FirstOrDefault();
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var vehPrice = userVehicle.Price;
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@@ -493,25 +497,29 @@ namespace ReallifeGamemode.Server.Managers
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GTANetworkAPI.Vehicle veh = VehicleManager.GetVehicleFromServerVehicle(userVehicle);
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user.BankAccount.Balance += backPrice;
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ChatService.SendMessage(player, $"~b~[INFO]~s~ Du hast durch den Autoverkauf ~g~{backPrice.ToMoneyString()} ~s~erhalten.");
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logger.LogInformation("Player {0} sold his uservehicle {1} for {2} dollars", player.Name, userVehicle.Model.ToString(), backPrice);
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ChatService.SendMessage(player, $"~b~[INFO]~s~ Du hast durch den Autoverkauf ~g~{backPrice.ToMoneyString()}~s~ erhalten.");
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VehicleManager.DeleteVehicle(veh);
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dbContext.UserVehicles.Remove(userVehicle);
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player.SendNotification("~g~Du hast dein Fahrzeug verkauft");
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}
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else if(serverVehicle is FactionVehicle)
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else if (serverVehicle is FactionVehicle)
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{
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FactionVehicle factionVehicle = dbContext.FactionVehicles.FirstOrDefault(v => v.Id == id);
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var backPrice = (int)(factionVehicle.BuyPrice * 1.5 * 0.4);
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user.Faction.BankAccount.Balance += backPrice;
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logger.LogInformation("Player {0} sold thr factionvehicle {1} of faction {2} for {3} dollars", player.Name, factionVehicle.Model.ToString(), user.Faction.Id, backPrice);
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ChatService.SendMessage(player, $"~b~[INFO]~s~ Die Fraktionskasse hat ~g~{backPrice.ToMoneyString()}~s~ erhalten.");
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VehicleManager.DeleteVehicle(VehicleManager.GetVehicleFromServerVehicle(factionVehicle));
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dbContext.FactionVehicles.Remove(factionVehicle);
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player.SendNotification("~g~Du hast dein Fraktionsfahrzeug verkauft");
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}
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}
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dbContext.SaveChanges();
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}
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@@ -564,13 +572,13 @@ namespace ReallifeGamemode.Server.Managers
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ChatService.ErrorMessage(player, "Das Fahrzeug konnte nicht verkauft werden. Bitte melde dich bei der Leaderverwaltung");
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return;
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}
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var backPrice = (int)(price.Price * 1.5 * 0.4);
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player.SetData<bool>("SellVehicleDecision", true);
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player.SetData<int>("VehicleToSell", id);
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ChatService.SendMessage(player, "~s~Möchtest du das Fahrzeug ~y~" + veh.DisplayName + " ~s~wirklich für ~g~" + backPrice.ToMoneyString() + " ~s~verkaufen? Drücke ~g~J~s~ zum Bestätigen oder ~r~N ~s~zum Abbrechen.");
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ChatService.SendMessage(player, "~s~Möchtest du das Fahrzeug ~y~" + veh.DisplayName + " ~s~wirklich für ~g~" + backPrice.ToMoneyString() + " ~s~verkaufen? Drücke ~g~J~s~ zum Bestätigen oder ~r~N ~s~zum Abbrechen.");
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}
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}
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@@ -733,6 +741,7 @@ namespace ReallifeGamemode.Server.Managers
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fibBankAccount.Balance += (int)(ticket_amount / 100 * 60);
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lspdBankAccount.Balance += (int)(ticket_amount / 100 * 40);
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}
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logger.LogInformation("Player {0} accepted a ticket of {1} dollars", player.Name, ticket_amount);
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dbContext.SaveChanges();
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}
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target.ResetData("ticket_boolean");
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@@ -798,6 +807,7 @@ namespace ReallifeGamemode.Server.Managers
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if (amount > 0 && amount <= 5000)
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{
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logger.LogInformation("Player {0} did a local payment of {1} dollars to player {2}", player.Name, amount, target.Name);
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player.SendNotification($"~w~Du hast ~y~{targetname} ~w~{amount.ToMoneyString()} gegeben.");
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target.SendNotification($"~w~ Du hast von ~y~{playername} ~w~{amount.ToMoneyString()} erhalten.", true);
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