127 lines
5.6 KiB
C#
127 lines
5.6 KiB
C#
// Decompiled with JetBrains decompiler
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// Type: Terraria.GameContent.UI.CustomCurrencyManager
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// Assembly: Terraria, Version=1.3.5.3, Culture=neutral, PublicKeyToken=null
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// MVID: 68659D26-2BE6-448F-8663-74FA559E6F08
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// Assembly location: C:\Users\mikeyisbaeyt\Downloads\depotdownloader-2.4.5\depots\105601\6707058\Terraria.exe
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System.Collections.Generic;
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using Terraria.ID;
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namespace Terraria.GameContent.UI
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{
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public class CustomCurrencyManager
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{
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private static int _nextCurrencyIndex = 0;
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private static Dictionary<int, CustomCurrencySystem> _currencies = new Dictionary<int, CustomCurrencySystem>();
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public static void Initialize()
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{
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CustomCurrencyManager._nextCurrencyIndex = 0;
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CustomCurrencyID.DefenderMedals = CustomCurrencyManager.RegisterCurrency((CustomCurrencySystem) new CustomCurrencySingleCoin(3817, 999L));
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}
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public static int RegisterCurrency(CustomCurrencySystem collection)
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{
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int nextCurrencyIndex = CustomCurrencyManager._nextCurrencyIndex;
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++CustomCurrencyManager._nextCurrencyIndex;
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CustomCurrencyManager._currencies[nextCurrencyIndex] = collection;
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return nextCurrencyIndex;
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}
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public static void DrawSavings(
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SpriteBatch sb,
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int currencyIndex,
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float shopx,
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float shopy,
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bool horizontal = false)
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{
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CustomCurrencySystem currency = CustomCurrencyManager._currencies[currencyIndex];
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Player player = Main.player[Main.myPlayer];
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bool overFlowing;
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long num1 = currency.CountCurrency(out overFlowing, player.bank.item);
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long num2 = currency.CountCurrency(out overFlowing, player.bank2.item);
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long num3 = currency.CountCurrency(out overFlowing, player.bank3.item);
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long totalCoins = currency.CombineStacks(out overFlowing, num1, num2, num3);
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if (totalCoins <= 0L)
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return;
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if (num3 > 0L)
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sb.Draw(Main.itemTexture[3813], Utils.CenteredRectangle(new Vector2(shopx + 80f, shopy + 50f), Main.itemTexture[3813].Size() * 0.65f), new Rectangle?(), Color.White);
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if (num2 > 0L)
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sb.Draw(Main.itemTexture[346], Utils.CenteredRectangle(new Vector2(shopx + 80f, shopy + 50f), Main.itemTexture[346].Size() * 0.65f), new Rectangle?(), Color.White);
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if (num1 > 0L)
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sb.Draw(Main.itemTexture[87], Utils.CenteredRectangle(new Vector2(shopx + 70f, shopy + 60f), Main.itemTexture[87].Size() * 0.65f), new Rectangle?(), Color.White);
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Utils.DrawBorderStringFourWay(sb, Main.fontMouseText, Lang.inter[66].Value, shopx, shopy + 40f, Color.White * ((float) Main.mouseTextColor / (float) byte.MaxValue), Color.Black, Vector2.Zero);
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currency.DrawSavingsMoney(sb, Lang.inter[66].Value, shopx, shopy, totalCoins, horizontal);
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}
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public static void GetPriceText(
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int currencyIndex,
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string[] lines,
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ref int currentLine,
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int price)
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{
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CustomCurrencyManager._currencies[currencyIndex].GetPriceText(lines, ref currentLine, price);
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}
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public static bool BuyItem(Player player, int price, int currencyIndex)
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{
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CustomCurrencySystem currency = CustomCurrencyManager._currencies[currencyIndex];
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bool overFlowing;
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long num1 = currency.CountCurrency(out overFlowing, player.inventory, 58, 57, 56, 55, 54);
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long num2 = currency.CountCurrency(out overFlowing, player.bank.item);
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long num3 = currency.CountCurrency(out overFlowing, player.bank2.item);
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long num4 = currency.CountCurrency(out overFlowing, player.bank3.item);
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if (currency.CombineStacks(out overFlowing, num1, num2, num3, num4) < (long) price)
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return false;
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List<Item[]> objArrayList = new List<Item[]>();
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Dictionary<int, List<int>> slotsToIgnore = new Dictionary<int, List<int>>();
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List<Point> pointList1 = new List<Point>();
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List<Point> slotCoins = new List<Point>();
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List<Point> pointList2 = new List<Point>();
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List<Point> pointList3 = new List<Point>();
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List<Point> pointList4 = new List<Point>();
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objArrayList.Add(player.inventory);
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objArrayList.Add(player.bank.item);
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objArrayList.Add(player.bank2.item);
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objArrayList.Add(player.bank3.item);
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for (int key = 0; key < objArrayList.Count; ++key)
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slotsToIgnore[key] = new List<int>();
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slotsToIgnore[0] = new List<int>()
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{
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58,
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57,
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56,
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55,
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54
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};
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for (int index = 0; index < objArrayList.Count; ++index)
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{
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for (int y = 0; y < objArrayList[index].Length; ++y)
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{
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if (!slotsToIgnore[index].Contains(y) && currency.Accepts(objArrayList[index][y]))
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slotCoins.Add(new Point(index, y));
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}
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}
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CustomCurrencyManager.FindEmptySlots(objArrayList, slotsToIgnore, pointList1, 0);
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CustomCurrencyManager.FindEmptySlots(objArrayList, slotsToIgnore, pointList2, 1);
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CustomCurrencyManager.FindEmptySlots(objArrayList, slotsToIgnore, pointList3, 2);
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CustomCurrencyManager.FindEmptySlots(objArrayList, slotsToIgnore, pointList4, 3);
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return currency.TryPurchasing(price, objArrayList, slotCoins, pointList1, pointList2, pointList3, pointList4);
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}
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private static void FindEmptySlots(
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List<Item[]> inventories,
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Dictionary<int, List<int>> slotsToIgnore,
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List<Point> emptySlots,
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int currentInventoryIndex)
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{
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for (int y = inventories[currentInventoryIndex].Length - 1; y >= 0; --y)
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{
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if (!slotsToIgnore[currentInventoryIndex].Contains(y) && (inventories[currentInventoryIndex][y].type == 0 || inventories[currentInventoryIndex][y].stack == 0))
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emptySlots.Add(new Point(currentInventoryIndex, y));
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}
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}
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}
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}
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