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