/** * Command for managing (displaying + adding and removing to/items from it) * player's inventory. * Copyright 2021 - 2022 Anton Tarasenko *------------------------------------------------------------------------------ * This file is part of Acedia. * * Acedia is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, version 3 of the License, or * (at your option) any later version. * * Acedia is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with Acedia. If not, see . */ class ACommandInventory extends Command; // Load user-specified options into the boolean flags during' // `ExecutedFor()` and use them in auxiliary methods. // This is might be a questionable way of doing things, but it allows to // avoid passing flags in copious amounts to auxiliary methods and // does not overcomplicate logic var private bool flagAll, flagForce, flagAmmo, flagKeep; var private bool flagEquip, flagHidden, flagGroups; var protected const int TINVENTORY, TADD, TREMOVE, TITEMS, TEQUIP, TALL, TKEEP; var protected const int THIDDEN, TFORCE, TAMMO, TLIST, TLISTS_NAMES, TSET; var protected const int TLISTS_SKIPPED; protected function BuildData(CommandDataBuilder builder) { builder.Name(T(TINVENTORY)) .Summary(P("Manages player's inventory.")) .Describe(P("Command for displaying and editing players' inventories." @ "If called without specifying subcommand - simply displays" @ "targeted player's inventory.")); builder.RequireTarget(); builder.SubCommand(T(TADD)) .OptionalParams() .ParamTextList(T(TITEMS)) .Describe(P("This command adds items (based on listed templates) to" @ "the targeted player's inventory." @ "Instead of templates item aliases can be specified.")); builder.SubCommand(T(TREMOVE)) .OptionalParams() .ParamTextList(T(TITEMS)) .Describe(P("This command removes items (based on listed templates)" @ "from the targeted player's inventory." @ "Instead of templates item aliases can be specified.")); builder.SubCommand(T(TSET)) .OptionalParams() .ParamTextList(T(TITEMS)) .Describe(P("This command acts like combination of two commands -" @ "first removing all items from the player's current inventory and" @ "then adding specified items. first clears inventory" @ "(based on specified options) and then ")); builder.Option(T(TEQUIP)) .Describe(F("Affect items currently equipped by the targeted player." @ "Releveant for a {$TextEmphasis remove} subcommand.")); builder.Option(T(TLIST)) .Describe(P("Include weapons from specified group into the list.")) .ParamTextList(T(TLISTS_NAMES)); builder.Option(T(TAMMO)) .Describe(P("When adding weapons - signals that their" @ "ammo / charge / whatever has to be filled after addition.")); builder.Option(T(TKEEP)) .Describe(F("Removing items by default means simply destroying them." @ "This flag makes command to try and keep them in some form." @ "Success for all items is not guaranteed.")); builder.Option(T(THIDDEN)) .Describe(F("Some of the items in the inventory are" @ "{$TextEmphasis hidden} and are not supposed to be seem by" @ "the player. To avoid weird behavior, {$TextEmphasis inventory}" @ "command by default ignores them when affecting groups of items" @ "(like when removing all items) unless they're directly" @ "specified. This flag tells it to also affect hidden items.")); builder.Option(T(TFORCE)) .Describe(P("Sometimes adding and removing items is impossible due to" @ "the limitations imposed by the game. This option allows to" @ "ignore some of those limitation.")); builder.Option(T(TALL), P("A")) .Describe(F("This flag is used when removing items. If user has" @ "specified any weapon templates - it means" @ "\"remove all items with these tempaltes from inventory\"," @ "but if user has not specified any templated it simply means" @ "\"remove all items from the inventory\".")); } protected function ExecutedFor( EPlayer player, CallData result, EPlayer callerPlayer) { local InventoryTool tool; local DynamicArray itemsArray, specifiedLists; LoadUserFlags(result.options); tool = class'InventoryTool'.static.CreateFor(player); if (tool == none) { return; } itemsArray = result.parameters.GetDynamicArray(T(TITEMS)); specifiedLists = result.options.GetDynamicArrayBy(P("/list/lists names")); if (result.subCommandName.IsEmpty()) { tool.ReportInventory(callerConsole, flagHidden); } else if (result.subCommandName.Compare(T(TADD))) { SubCommandAdd(tool, itemsArray, specifiedLists); } else if (result.subCommandName.Compare(T(TREMOVE))) { SubCommandRemove(tool, itemsArray, specifiedLists); } else if (result.subCommandName.Compare(T(TSET))) { tool.RemoveAllItems(flagKeep, flagForce, flagHidden); SubCommandAdd(tool, itemsArray, specifiedLists); } tool.ReportChanges(callerPlayer, callerConsole, IRT_Caller); tool.ReportChanges(callerPlayer, targetConsole, IRT_Target); tool.ReportChanges(callerPlayer, othersConsole, IRT_Others); _.memory.Free(tool); } protected function SubCommandAdd( InventoryTool tool, DynamicArray itemsArray, DynamicArray specifiedLists) { local int i, j; local int itemsAmount; local array itemsFromLists; if (tool == none) { return; } if (itemsArray != none) { itemsAmount = itemsArray.GetLength(); } // Add items user listed manually // Use `itemsAmount` because `itemsArray` can be `none` for (i = 0; i < itemsAmount; i += 1) { tool.AddItem(itemsArray.GetText(i), flagForce, flagAmmo); } // Add items from specified lists itemsFromLists = LoadAllItemsLists(specifiedLists); for (i = 0; i < itemsFromLists.length; i += 1) { tool.AddItem(itemsFromLists[j], flagForce, flagAmmo); } _.memory.FreeMany(itemsFromLists); } protected function SubCommandRemove( InventoryTool tool, DynamicArray itemsArray, DynamicArray specifiedLists) { local int i, j; local int itemsAmount; local array itemsFromLists; if (tool == none) { return; } if (itemsArray != none) { itemsAmount = itemsArray.GetLength(); } // Remove due to "--all" option if (flagAll && itemsAmount <= 0) { tool.RemoveAllItems(flagKeep, flagForce, flagHidden); return; } // Remove due to "--equip" option if (flagEquip) { tool.RemoveEquippedItems(flagKeep, flagForce, flagHidden); } // Remove items user listed manually // Use `itemsAmount` because `itemsArray` can be `none` for (i = 0; i < itemsAmount; i += 1) { tool.RemoveItem(itemsArray.GetText(i), flagKeep, flagForce, flagAll); } // Remove items from specified lists itemsFromLists = LoadAllItemsLists(specifiedLists); for (i = 0; i < itemsFromLists.length; i += 1) { tool.RemoveItem(itemsFromLists[j], flagKeep, flagForce, flagAll); } _.memory.FreeMany(itemsFromLists); } protected function LoadUserFlags(AssociativeArray options) { if (options == none) { flagAll = false; flagForce = false; flagAmmo = false; flagKeep = false; flagEquip = false; flagHidden = false; flagGroups = false; return; } flagAll = options.HasKey(T(TALL)); flagForce = options.HasKey(T(TFORCE)); flagAmmo = options.HasKey(T(TAMMO)); flagKeep = options.HasKey(T(TKEEP)); flagEquip = options.HasKey(T(TEQUIP)); flagHidden = options.HasKey(T(THIDDEN)); flagGroups = options.HasKey(T(TLIST)); } protected function array LoadAllItemsLists(DynamicArray specifiedLists) { local int i, j; local array result; local array nextItemBatch; local array availableLists; local ReportTool badLists; if (specifiedLists == none) { return result; } badLists = ReportTool(_.memory.Allocate(class'ReportTool')); badLists.Initialize(T(TLISTS_SKIPPED)); availableLists = _.kf.templates.GetAvailableLists(); for (i = 0; i < specifiedLists.Getlength(); i += 1) { nextItemBatch = LoadItemsList(specifiedLists.GetText(i), availableLists, badLists); for (j = 0; j < nextItemBatch.length; j += 1) { result[result.length] = nextItemBatch[j]; } } badLists.Report(callerConsole); _.memory.Free(badLists); _.memory.FreeMany(availableLists); return result; } protected function array LoadItemsList( Text listName, array availableLists, ReportTool badLists) { local int i; local array emptyArray; if (listName == none) { return emptyArray; } // Try exact matching first for (i = 0; i < availableLists.length; i += 1) { if (availableLists[i].Compare(listName, SCASE_INSENSITIVE)) { return _.kf.templates.GetItemList(availableLists[i]); } } // Prefix matching otherwise for (i = 0; i < availableLists.length; i += 1) { if (availableLists[i].StartsWith(listName, SCASE_INSENSITIVE)) { return _.kf.templates.GetItemList(availableLists[i]); } } badLists.Item(listName); return emptyArray; } defaultproperties { TINVENTORY = 0 stringConstants(0) = "inventory" TADD = 1 stringConstants(1) = "add" TREMOVE = 2 stringConstants(2) = "remove" TITEMS = 3 stringConstants(3) = "items" TEQUIP = 4 stringConstants(4) = "equip" TALL = 5 stringConstants(5) = "all" TKEEP = 6 stringConstants(6) = "keep" THIDDEN = 7 stringConstants(7) = "hidden" TFORCE = 8 stringConstants(8) = "force" TAMMO = 9 stringConstants(9) = "ammo" TLIST = 10 stringConstants(10) = "list" TLISTS_NAMES = 11 stringConstants(11) = "lists names" TSET = 12 stringConstants(12) = "set" TLISTS_SKIPPED = 13 stringConstants(13) = "Following lists could not have been found and will be {$TextFailure skipped}:" }