haus system auf core geändert
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144
ReallifeGamemode.Server.Core/Commands/Admin/HouseCommand.cs
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144
ReallifeGamemode.Server.Core/Commands/Admin/HouseCommand.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using Microsoft.EntityFrameworkCore;
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using ReallifeGamemode.Database.Entities;
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using ReallifeGamemode.Server.Core.API;
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using ReallifeGamemode.Server.Core.Extensions;
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using ReallifeGamemode.Server.Core.Managers;
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using ReallifeGamemode.Server.Types;
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namespace ReallifeGamemode.Server.Core.Commands.Admin
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{
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class HouseCommand : AdminCommand
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{
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public override string CommandName => "house";
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protected override AdminLevel AdminLevel => AdminLevel.HEADADMIN;
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public override string HelpText => "[add / remove / price / type / reloadhouses]";
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public void Handle(IPlayer player, string option1, string option2 = null)
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{
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using var dbContext = GetDbContext();
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option1 = option1?.ToLower();
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var houseManager = Main.GetScript<HouseManager>();
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if (option1 == "add")
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{
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House nearHouse = houseManager.GetNearHouse(player.Position, dbContext);
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if (nearHouse != null)
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{
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player.SendMessage("In der Nähe ist schon ein Haus", ChatPrefix.Error);
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return;
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}
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House house = new House()
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{
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Price = 0,
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Type = "Haus",
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X = (float)player.Position.X,
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Y = (float)player.Position.Y,
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Z = (float)player.Position.Z
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};
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dbContext.Houses.Add(house);
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dbContext.SaveChanges();
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houseManager.LoadHouse(house);
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player.SendNotification("Das Haus wurde erstellt");
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return;
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}
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else if (option1 == "remove")
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{
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House nearHouse = houseManager.GetNearHouse(player.Position, dbContext);
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if (nearHouse == null)
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{
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player.SendMessage("In deiner Nähe befindet sich kein Haus", ChatPrefix.Error);
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return;
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}
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if (nearHouse.OwnerId != null)
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{
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dbContext.Users.Where(u => u.Id == nearHouse.OwnerId).First().HouseId = null;
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}
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foreach (HouseRental rental in dbContext.HouseRentals.Include(r => r.User).Where(r => r.HouseId == nearHouse.Id))
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{
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rental.User.NewPlayer.SendRawMessage("!{#81F7BE}* Dein Mietvertrag wurde administrativ aufgelöst!");
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dbContext.HouseRentals.Remove(rental);
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}
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dbContext.Houses.Remove(nearHouse);
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dbContext.SaveChanges();
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houseManager.RemoveHouse(nearHouse);
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player.SendNotification("Das Haus wurde gelöscht");
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return;
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}
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else if (option1 == "price")
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{
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if (!int.TryParse(option2, out int price))
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{
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player.SendMessage("/house price [Price]", ChatPrefix.Usage);
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return;
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}
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House nearHouse = houseManager.GetNearHouse(player.Position, dbContext);
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if (nearHouse == null)
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{
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player.SendMessage("In deiner Nähe befindet sich kein Haus", ChatPrefix.Error);
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return;
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}
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nearHouse.Price = price;
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dbContext.SaveChanges();
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houseManager.RemoveHouse(nearHouse);
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houseManager.LoadHouse(nearHouse);
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player.SendNotification("Der Hauspreis wurde gesetzt");
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return;
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}
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else if (option1 == "type")
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{
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if (option2 == null)
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{
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player.SendMessage("/house type [Type]", ChatPrefix.Usage);
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return;
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}
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House nearHouse = houseManager.GetNearHouse(player.Position, dbContext);
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if (nearHouse == null)
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{
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player.SendMessage("In deiner Nähe befindet sich kein Haus", ChatPrefix.Error);
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return;
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}
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nearHouse.Type = option2;
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dbContext.SaveChanges();
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houseManager.RemoveHouse(nearHouse);
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houseManager.LoadHouse(nearHouse);
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player.SendNotification("Der Haustyp wurde gesetzt");
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return;
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}
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else if (option1 == "reloadhouses")
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{
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houseManager.ReloadAllHouses();
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player.SendNotification("Alle Häuser wurden neu geladen");
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return;
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}
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player.SendMessage("/house [add / remove / price / type / reloadhouses]", ChatPrefix.Usage);
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}
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}
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}
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