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GetItem.cs
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GetItem.cs
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// Project: Daggerfall Unity
// Copyright: Copyright (C) 2009-2023 Daggerfall Workshop
// Web Site: http://www.dfworkshop.net
// License: MIT License (http://www.opensource.org/licenses/mit-license.php)
// Source Code: https://github.com/Interkarma/daggerfall-unity
// Original Author: Gavin Clayton (interkarma@dfworkshop.net)
// Contributors:
//
// Notes:
//
using UnityEngine;
using System.Text.RegularExpressions;
using DaggerfallWorkshop.Game.Items;
using DaggerfallWorkshop.Game.UserInterfaceWindows;
using FullSerializer;
namespace DaggerfallWorkshop.Game.Questing.Actions
{
/// <summary>
/// Give a quest Item to player.
/// Currently ignoring "get item from" as it appears to behave identically to "get item".
/// </summary>
public class GetItem : ActionTemplate
{
Symbol itemSymbol;
int textId;
public override string Pattern
{
get { return @"get item (?<anItem>[a-zA-Z0-9_.]+) saying (?<id>\d+)|" +
@"get item (?<anItem>[a-zA-Z0-9_.]+)"; }
}
public GetItem(Quest parentQuest)
: base(parentQuest)
{
}
public override IQuestAction CreateNew(string source, Quest parentQuest)
{
// Source must match pattern
Match match = Test(source);
if (!match.Success)
return null;
// Factory new action
GetItem action = new GetItem(parentQuest);
action.itemSymbol = new Symbol(match.Groups["anItem"].Value);
action.textId = Parser.ParseInt(match.Groups["id"].Value);
return action;
}
public override void Update(Task caller)
{
base.Update(caller);
// Attempt to get Item resource
Item item = ParentQuest.GetItem(itemSymbol);
if (item == null)
{
Debug.LogErrorFormat("Could not find Item resource symbol {0}", itemSymbol);
return;
}
// Release item so we can give back to player
// Sometimes a quest item is both carried by player then handed back to them
// Example is Sx012 where courier hands back two items of jewellery
GameManager.Instance.PlayerEntity.ReleaseQuestItemForReoffer(ParentQuest.UID, item);
// Give quest item to player
if (item.DaggerfallUnityItem.IsOfTemplate(ItemGroups.Currency, (int)Currency.Gold_pieces))
{
// Give player gold equal to stack size and notify
int amount = item.DaggerfallUnityItem.stackCount;
GameManager.Instance.PlayerEntity.GoldPieces += amount;
DaggerfallUI.AddHUDText(TextManager.Instance.GetLocalizedText("youReceiveGoldPieces").Replace("%s", amount.ToString()));
}
else
{
// Give player actual item
GameManager.Instance.PlayerEntity.Items.AddItem(item.DaggerfallUnityItem, ItemCollection.AddPosition.Front);
}
// "saying" popup
if (textId != 0)
{
ParentQuest.ShowMessagePopup(textId);
}
SetComplete();
}
#region Serialization
[fsObject("v1")]
public struct SaveData_v1
{
public Symbol itemSymbol;
public int textId;
}
public override object GetSaveData()
{
SaveData_v1 data = new SaveData_v1();
data.itemSymbol = itemSymbol;
data.textId = textId;
return data;
}
public override void RestoreSaveData(object dataIn)
{
if (dataIn == null)
return;
SaveData_v1 data = (SaveData_v1)dataIn;
itemSymbol = data.itemSymbol;
textId = data.textId;
}
#endregion
}
}