source: binary-improvements/AllocsCommands/Commands/ShowInventory.cs@ 251

Last change on this file since 251 was 250, checked in by alloc, 9 years ago

Fixes 5_7_9

File size: 5.0 KB
Line 
1using AllocsFixes.PersistentData;
2using System;
3using System.Collections.Generic;
4
5namespace AllocsFixes.CustomCommands
6{
7 public class ShowInventory : ConsoleCmdAbstract {
8 public override string GetDescription () {
9 return "list inventory of a given player";
10 }
11
12 public override string GetHelp () {
13 return "Usage:\n" +
14 " showinventory <steam id / player name / entity id>\n" +
15 "Show the inventory of the player given by his SteamID, player name or\n" +
16 "entity id (as given by e.g. \"lpi\")." +
17 "Note: This only shows the player's inventory after it was first sent to\n" +
18 "the server which happens at least every 30 seconds.";
19 }
20
21 public override string[] GetCommands () {
22 return new string[] { "showinventory", "si" };
23 }
24
25 public override void Execute (List<string> _params, CommandSenderInfo _senderInfo) {
26 try {
27 if (_params.Count < 1) {
28 SdtdConsole.Instance.Output ("Usage: showinventory <steamid|playername|entityid>");
29 return;
30 }
31
32 string steamid = PersistentContainer.Instance.Players.GetSteamID (_params [0], true);
33 if (steamid == null) {
34 SdtdConsole.Instance.Output ("Playername or entity/steamid id not found or no inventory saved (first saved after a player has been online for 30s).");
35 return;
36 }
37
38 Player p = PersistentContainer.Instance.Players [steamid, false];
39 PersistentData.Inventory inv = p.Inventory;
40
41 SdtdConsole.Instance.Output ("Belt of player " + p.Name + ":");
42 PrintInv (inv.belt);
43 SdtdConsole.Instance.Output (string.Empty);
44
45 SdtdConsole.Instance.Output ("Bagpack of player " + p.Name + ":");
46 PrintInv (inv.bag);
47 SdtdConsole.Instance.Output (string.Empty);
48
49 SdtdConsole.Instance.Output ("Equipment of player " + p.Name + ":");
50 PrintEquipment (inv.equipment);
51
52 } catch (Exception e) {
53 Log.Out ("Error in ShowInventory.Run: " + e);
54 }
55 }
56
57 private void PrintInv (List<InvItem> _inv) {
58 for (int i = 0; i < _inv.Count; i++) {
59 if (_inv [i] != null) {
60 if (_inv [i].quality < 0) {
61 SdtdConsole.Instance.Output (string.Format (" Slot {0}: {1:000} * {2}", i, _inv [i].count, _inv [i].itemName));
62 } else {
63 SdtdConsole.Instance.Output (string.Format (" Slot {0}: {1:000} * {2} - quality: {3}", i, _inv [i].count, _inv [i].itemName, _inv [i].quality));
64 }
65 DoParts (_inv [i].parts, 1);
66 }
67 }
68 }
69
70 private void PrintEquipment (InvItem[] _equipment) {
71 AddEquipment ("head", _equipment, XMLData.Item.EnumEquipmentSlot.Head, NGuiInvGridEquipment.EnumClothingLayer.Middle);
72 AddEquipment ("eyes", _equipment, XMLData.Item.EnumEquipmentSlot.Eyes, NGuiInvGridEquipment.EnumClothingLayer.Middle);
73 AddEquipment ("face", _equipment, XMLData.Item.EnumEquipmentSlot.Face, NGuiInvGridEquipment.EnumClothingLayer.Middle);
74
75 AddEquipment ("armor", _equipment, XMLData.Item.EnumEquipmentSlot.Chest, NGuiInvGridEquipment.EnumClothingLayer.Outer);
76 AddEquipment ("jacket", _equipment, XMLData.Item.EnumEquipmentSlot.Chest, NGuiInvGridEquipment.EnumClothingLayer.Middle);
77 AddEquipment ("shirt", _equipment, XMLData.Item.EnumEquipmentSlot.Chest, NGuiInvGridEquipment.EnumClothingLayer.Inner);
78
79 AddEquipment ("legarmor", _equipment, XMLData.Item.EnumEquipmentSlot.Legs, NGuiInvGridEquipment.EnumClothingLayer.Outer);
80 AddEquipment ("pants", _equipment, XMLData.Item.EnumEquipmentSlot.Legs, NGuiInvGridEquipment.EnumClothingLayer.Inner);
81 AddEquipment ("boots", _equipment, XMLData.Item.EnumEquipmentSlot.Feet, NGuiInvGridEquipment.EnumClothingLayer.Inner);
82
83 AddEquipment ("gloves", _equipment, XMLData.Item.EnumEquipmentSlot.Hands, NGuiInvGridEquipment.EnumClothingLayer.Inner);
84 AddEquipment ("backpack", _equipment, XMLData.Item.EnumEquipmentSlot.Back, NGuiInvGridEquipment.EnumClothingLayer.Outer);
85 }
86
87 private void AddEquipment (string _slotname, InvItem[] _items, XMLData.Item.EnumEquipmentSlot _slot, NGuiInvGridEquipment.EnumClothingLayer _layer) {
88 int index = (int)_slot + (int)_layer * (int)XMLData.Item.EnumEquipmentSlot.Count;
89 if (_items != null && _items [index] != null) {
90 if (_items [index].quality < 0) {
91 SdtdConsole.Instance.Output (string.Format (" Slot {0:8}: {1:000}", _slotname, _items [index].itemName));
92 } else {
93 SdtdConsole.Instance.Output (string.Format (" Slot {0:8}: {1:000} - quality: {2}", _slotname, _items [index].itemName, _items [index].quality));
94 }
95 DoParts (_items [index].parts, 1);
96 }
97 }
98
99 private void DoParts (InvItem[] _parts, int _indent) {
100 if (_parts != null && _parts.Length > 0) {
101 string indenter = new string (' ', _indent * 4);
102 for (int i = 0; i < _parts.Length; i++) {
103 if (_parts [i] != null) {
104 if (_parts [i].quality < 0) {
105 SdtdConsole.Instance.Output (string.Format ("{0} - {1}", indenter, _parts [i].itemName));
106 } else {
107 SdtdConsole.Instance.Output (string.Format ("{0} - {1} - quality: {2}", indenter, _parts [i].itemName, _parts [i].quality));
108 }
109 DoParts (_parts [i].parts, _indent + 1);
110 }
111 }
112 }
113 }
114
115 }
116}
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