add house commands
This commit is contained in:
@@ -2431,6 +2431,128 @@ namespace ReallifeGamemode.Server.Commands
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DoorManager.ReloadDoors();
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ChatService.SendMessage(player, "~b~[ADMIN]~s~ Die Türen wurden erfolgreich neugeladen.");
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}
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[Command("house", "~m~Benutzung: ~s~/house [add / remove / price / type]", GreedyArg = true)]
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public void CmdAdminHouse(Client player, string option1, string option2 = null)
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{
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if (!player.GetUser()?.IsAdmin(AdminLevel.HEADADMIN) ?? true)
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{
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ChatService.NotAuthorized(player);
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return;
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}
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option1 = option1.ToLower();
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if (option1 == "add")
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{
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House nearHouse = HouseManager.GetNearHouse(player.Position);
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if (nearHouse != null)
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{
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ChatService.ErrorMessage(player, "In der Nähe ist schon ein Haus");
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return;
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}
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using (var dbContext = new DatabaseContext())
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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 = player.Position.X,
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Y = player.Position.Y,
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Z = 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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}
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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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using (var dbContext = new DatabaseContext())
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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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ChatService.ErrorMessage(player, "In deiner Nähe befindet sich kein Haus");
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return;
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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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}
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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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ChatService.ErrorMessage(player, "~m~Benutzung: ~s~/house price [Price]");
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return;
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}
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using (var dbContext = new DatabaseContext())
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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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ChatService.ErrorMessage(player, "In deiner Nähe befindet sich kein Haus");
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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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}
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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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ChatService.ErrorMessage(player, "~m~Benutzung: ~s~/house type [Type]");
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return;
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}
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using (var dbContext = new DatabaseContext())
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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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ChatService.ErrorMessage(player, "In deiner Nähe befindet sich kein Haus");
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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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}
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return;
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}
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player.SendChatMessage("~m~Benutzung: ~s~/house [add / remove / price / type]");
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}
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#endregion
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#region ALevel1338
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@@ -48,6 +48,7 @@ namespace ReallifeGamemode.Server
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ATMManager.InitATMs();
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CityHallManager.LoadCityHall();
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JobManager.LoadJobs();
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HouseManager.LoadHouses();
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TempBlip tempBlip = new TempBlip()
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84
ReallifeGamemode.Server/Managers/HouseManager.cs
Normal file
84
ReallifeGamemode.Server/Managers/HouseManager.cs
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@@ -0,0 +1,84 @@
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using GTANetworkAPI;
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using Microsoft.EntityFrameworkCore;
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using ReallifeGamemode.Server.Entities;
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using ReallifeGamemode.Server.Extensions;
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using ReallifeGamemode.Server.Models;
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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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namespace ReallifeGamemode.Server.Managers
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{
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class HouseManager
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{
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private static readonly Dictionary<int, NetHandle> houseMarkers = new Dictionary<int, NetHandle>();
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private static readonly Dictionary<int, NetHandle> houseLabels = new Dictionary<int, NetHandle>();
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public static void LoadHouses()
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{
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using(var dbContext = new DatabaseContext())
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{
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foreach (House house in dbContext.Houses.Include(h => h.User))
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{
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LoadHouse(house);
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}
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}
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}
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public static House GetNearHouse(Vector3 position, DatabaseContext dbContext = null)
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{
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if(dbContext == null)
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{
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using (dbContext = new DatabaseContext())
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{
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return dbContext.Houses.Where(h => h.Position.DistanceTo(position) <= 5f).FirstOrDefault();
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}
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}
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else
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{
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return dbContext.Houses.Where(h => h.Position.DistanceTo(position) <= 5f).FirstOrDefault();
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}
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}
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public void AddHouse(string type, int price, Vector3 position)
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{
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using (var dbContext = new DatabaseContext())
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{
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var house = new House()
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{
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Price = price,
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Type = type,
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X = position.X,
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Y = position.Y,
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Z = position.Z
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};
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dbContext.Houses.Add(house);
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dbContext.SaveChanges();
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LoadHouse(house);
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}
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}
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public static void LoadHouse(House house)
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{
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houseMarkers[house.Id] = NAPI.Marker.CreateMarker(MarkerType.VerticalCylinder, house.Position.Subtract(new Vector3(0, 0, 1.7)), new Vector3(), new Vector3(), 1.6f, new Color(255, 255, 255));
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string text = $"~g~Zum Verkauf\n~s~{house.Type}\nPreis: ~y~{house.Price.ToMoneyString()}";
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if(house.User != null)
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{
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text = $"{house.Type}\n~s~Besitzer: ~y~{house.User.Name}";
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}
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houseLabels[house.Id] = NAPI.TextLabel.CreateTextLabel(text, house.Position, 10f, 1f, 0, new Color(255, 255, 255));
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}
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public static void RemoveHouse(House house)
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{
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houseMarkers[house.Id].Entity<Marker>().Delete();
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houseLabels[house.Id].Entity<TextLabel>().Delete();
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houseMarkers.Remove(house.Id);
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houseLabels.Remove(house.Id);
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}
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}
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}
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