Files
reallife-gamemode/ReallifeGamemode.Server/Events/Weapon.cs
2021-05-08 00:32:27 +02:00

142 lines
4.4 KiB
C#

using System;
using System.Linq;
using GTANetworkAPI;
using Microsoft.Extensions.Logging;
using ReallifeGamemode.Database.Entities;
using ReallifeGamemode.Database.Models;
using ReallifeGamemode.Server.Extensions;
using ReallifeGamemode.Server.Log;
using ReallifeGamemode.Server.Managers;
namespace ReallifeGamemode.Server.Events
{
public class Weapon : Script
{
private ILogger logger = LogManager.GetLogger<Weapon>();
private const int SLOT_PRIMARY = 2;
private const int SLOT_SECONDARY = 1;
private const int SLOT_MEELE = 3;
private const int SLOT_SPECIAL = 4;
[RemoteEvent("saveWeaponSelection")]
public void SaveWeaponSelection(Player client, string primaryModel, string secondaryModel, string meleeModel, string specialModel, string armor)
{
using var dbContext = new DatabaseContext();
User user = client.GetUser(dbContext);
WeaponPoint nearestWeapon = PositionManager.WeaponPoints.Find(w => w.Position.DistanceTo(client.Position) <= 1.5 && w.FactionId == user.FactionId);
if (nearestWeapon == null)
{
client.SendChatMessage("~y~Du bist nicht mehr an deinem Waffenschrank!");
return;
}
if (!string.IsNullOrEmpty(primaryModel))
{
HandleSlot(user, client, 2, primaryModel, dbContext);
}
if (!string.IsNullOrEmpty(secondaryModel))
{
HandleSlot(user, client, 1, secondaryModel, dbContext);
}
if (!string.IsNullOrEmpty(meleeModel))
{
HandleSlot(user, client, 3, meleeModel, dbContext);
}
if (!string.IsNullOrEmpty(specialModel))
{
HandleSlot(user, client, 4, specialModel, dbContext);
}
dbContext.SaveChanges();
if (armor == "Schutzweste")
{
logger.LogInformation("Player {0} took armor from weaponrack of faction {1}", user.Name, user.FactionId);
client.SafeSetArmor(100);
}
}
public void HandleSlot(User user, Player player, int slot, string selection, DatabaseContext context)
{
string weapon = GetRealWeaponModelName(selection);
uint hashKey = NAPI.Util.GetHashKey(weapon);
if (!Enum.GetValues(typeof(WeaponHash)).Cast<WeaponHash>().Contains((WeaponHash)hashKey))
{
logger.LogWarning("Player {0} tried to take invalid weapon {1} from weaponrack of faction {2}", user.Name, selection, user.FactionId);
return;
}
var slotWeapons = context.FactionWeapons.Where(w => w.FactionId == user.FactionId && w.SlotID == slot).ToList();
foreach (var slotWeaponHash in slotWeapons.Select(w => NAPI.Util.GetHashKey(GetRealWeaponModelName(w.WeaponModel))))
{
player.RemoveWeapon((WeaponHash)slotWeaponHash);
}
var chosenWeapon = slotWeapons.Where(w => w.WeaponModel == selection).FirstOrDefault();
if (chosenWeapon == null)
{
logger.LogWarning("Player {0} tried to take not-existing weapon {1} from weaponrack of faction {2}", user.Name, selection, user.FactionId);
return;
}
int ammo = GetSlotAmmoAmount(slot);
player.GiveWeapon((WeaponHash)hashKey, ammo);
player.SetWeaponAmmo((WeaponHash)hashKey, ammo);
chosenWeapon.Ammount -= 1;
logger.LogInformation("Player {0} took weapon {1} from weaponrack of faction {2}", user.Name, selection, user.FactionId);
}
private int GetSlotAmmoAmount(int slot) => slot switch
{
SLOT_PRIMARY => 500,
SLOT_SECONDARY => 250,
SLOT_MEELE => 1,
SLOT_SPECIAL => 20,
_ => 1
};
private string GetRealWeaponModelName(string weapon)
{
string ret = "weapon_" + weapon.ToLower();
if (!ret.Contains("_mk2") && ret.Contains("mk2"))
{
ret = ret.Replace("mk2", "_mk2");
}
return ret;
}
[RemoteEvent("CLIENT:Ammunation_BuyWeapon")]
public void AmmunationBuyWeapoon(Player player, string weaponmodel, int ammo, int price)
{
using (var dbContext = new DatabaseContext())
{
User user = player.GetUser(dbContext);
if (user.Handmoney < price)
{
player.SendNotification("Du hast nicht genügend Geld bei dir");
return;
}
logger.LogInformation("Player {0} bought a {1} in ammunation", user.Name, weaponmodel);
user.Handmoney -= price;
dbContext.SaveChanges();
player.GiveWeapon(NAPI.Util.WeaponNameToModel(weaponmodel), ammo);
//client.TriggerEvent("SERVER:SET_HANDMONEY", user.Handmoney);
}
}
}
}