1 | using System.Collections.Generic;
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2 | using AllocsFixes.PersistentData;
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3 |
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4 | namespace AllocsFixes.CustomCommands {
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5 | public class ShowInventory : ConsoleCmdAbstract {
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6 | protected override string getDescription () {
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7 | return "list inventory of a given player";
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8 | }
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9 |
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10 | protected override string getHelp () {
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11 | return "Usage:\n" +
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12 | " showinventory <user id / player name / entity id> [tag]\n" +
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13 | "Show the inventory of the player given by his UserID, player name or\n" +
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14 | "entity id (as given by e.g. \"lpi\").\n" +
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15 | "Optionally specify a tag that is included in each line of the output. In\n" +
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16 | "this case output is designed to be easily parseable by tools.\n" +
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17 | "Note: This only shows the player's inventory after it was first sent to\n" +
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18 | "the server which happens at least every 30 seconds.";
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19 | }
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20 |
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21 | protected override string[] getCommands () {
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22 | return new[] {"showinventory", "si"};
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23 | }
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24 |
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25 | public override void Execute (List<string> _params, CommandSenderInfo _senderInfo) {
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26 | if (_params.Count < 1) {
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27 | SdtdConsole.Instance.Output ("Usage: showinventory <steamid|playername|entityid> [tag]");
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28 | return;
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29 | }
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30 |
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31 | Player p = PersistentContainer.Instance.Players.GetByString (_params [0], true);
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32 | if (p == null) {
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33 | SdtdConsole.Instance.Output (
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34 | "Playername or entity/steamid id not found or no inventory saved (first saved after a player has been online for 30s).");
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35 | return;
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36 | }
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37 |
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38 | string tag = null;
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39 | if (_params.Count > 1 && _params [1].Length > 0) {
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40 | tag = _params [1];
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41 | }
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42 |
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43 | PersistentData.Inventory inv = p.Inventory;
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44 |
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45 | if (tag == null) {
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46 | SdtdConsole.Instance.Output ("Belt of player " + p.Name + ":");
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47 | }
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48 |
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49 | PrintInv (inv.belt, p.EntityID, "belt", tag);
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50 | if (tag == null) {
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51 | SdtdConsole.Instance.Output (string.Empty);
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52 | }
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53 |
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54 | if (tag == null) {
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55 | SdtdConsole.Instance.Output ("Bagpack of player " + p.Name + ":");
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56 | }
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57 |
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58 | PrintInv (inv.bag, p.EntityID, "backpack", tag);
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59 | if (tag == null) {
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60 | SdtdConsole.Instance.Output (string.Empty);
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61 | }
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62 |
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63 | if (tag == null) {
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64 | SdtdConsole.Instance.Output ("Equipment of player " + p.Name + ":");
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65 | }
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66 |
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67 | PrintEquipment (inv.equipment, p.EntityID, "equipment", tag);
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68 |
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69 | if (tag != null) {
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70 | SdtdConsole.Instance.Output ("tracker_item id=" + p.EntityID + ", tag=" + tag +
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71 | ", SHOWINVENTORY DONE");
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72 | }
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73 | }
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74 |
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75 | private void PrintInv (List<InvItem> _inv, int _entityId, string _location, string _tag) {
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76 | for (int i = 0; i < _inv.Count; i++) {
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77 | if (_inv [i] != null) {
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78 | if (_tag == null) {
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79 | // no Tag defined -> readable output
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80 | if (_inv [i].quality < 0) {
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81 | SdtdConsole.Instance.Output (string.Format (" Slot {0}: {1:000} * {2}", i,
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82 | _inv [i].count, _inv [i].itemName));
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83 | } else {
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84 | SdtdConsole.Instance.Output (string.Format (" Slot {0}: {1:000} * {2} - quality: {3}", i,
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85 | _inv [i].count, _inv [i].itemName, _inv [i].quality));
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86 | }
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87 |
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88 | DoParts (_inv [i].parts, 1, null);
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89 | } else {
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90 | // Tag defined -> parseable output
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91 | string partsMsg = DoParts (_inv [i].parts, 1, "");
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92 | string msg = "tracker_item id=" + _entityId + ", tag=" + _tag + ", location=" + _location +
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93 | ", slot=" + i + ", item=" + _inv [i].itemName + ", qnty=" + _inv [i].count +
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94 | ", quality=" + _inv [i].quality + ", parts=(" + partsMsg + ")";
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95 | SdtdConsole.Instance.Output (msg);
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96 | }
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97 | }
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98 | }
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99 | }
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100 |
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101 | private void PrintEquipment (InvItem[] _equipment, int _entityId, string _location, string _tag) {
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102 | AddEquipment ("head", _equipment, EquipmentSlots.Headgear, _entityId, _location, _tag);
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103 | AddEquipment ("eyes", _equipment, EquipmentSlots.Eyewear, _entityId, _location, _tag);
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104 | AddEquipment ("face", _equipment, EquipmentSlots.Face, _entityId, _location, _tag);
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105 |
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106 | AddEquipment ("armor", _equipment, EquipmentSlots.ChestArmor, _entityId, _location, _tag);
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107 | AddEquipment ("jacket", _equipment, EquipmentSlots.Jacket, _entityId, _location, _tag);
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108 | AddEquipment ("shirt", _equipment, EquipmentSlots.Shirt, _entityId, _location, _tag);
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109 |
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110 | AddEquipment ("legarmor", _equipment, EquipmentSlots.LegArmor, _entityId, _location, _tag);
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111 | AddEquipment ("pants", _equipment, EquipmentSlots.Legs, _entityId, _location, _tag);
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112 | AddEquipment ("boots", _equipment, EquipmentSlots.Feet, _entityId, _location, _tag);
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113 |
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114 | AddEquipment ("gloves", _equipment, EquipmentSlots.Hands, _entityId, _location, _tag);
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115 | }
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116 |
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117 | private void AddEquipment (string _slotname, InvItem[] _items, EquipmentSlots _slot, int _entityId,
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118 | string _location, string _tag) {
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119 | int[] slotindices = XUiM_PlayerEquipment.GetSlotIndicesByEquipmentSlot (_slot);
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120 |
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121 | for (int i = 0; i < slotindices.Length; i++) {
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122 | if (_items != null && _items [slotindices [i]] != null) {
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123 | InvItem item = _items [slotindices [i]];
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124 | if (_tag == null) {
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125 | // no Tag defined -> readable output
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126 | if (item.quality < 0) {
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127 | SdtdConsole.Instance.Output (string.Format (" Slot {0:8}: {1:000}", _slotname,
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128 | item.itemName));
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129 | } else {
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130 | SdtdConsole.Instance.Output (string.Format (" Slot {0:8}: {1:000} - quality: {2}",
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131 | _slotname, item.itemName, item.quality));
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132 | }
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133 |
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134 | DoParts (_items [slotindices [i]].parts, 1, null);
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135 | } else {
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136 | // Tag defined -> parseable output
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137 | string partsMsg = DoParts (_items [slotindices [i]].parts, 1, "");
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138 | string msg = "tracker_item id=" + _entityId + ", tag=" + _tag + ", location=" + _location +
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139 | ", slot=" + _slotname + ", item=" + item.itemName + ", qnty=1, quality=" +
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140 | item.quality + ", parts=(" + partsMsg + ")";
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141 | SdtdConsole.Instance.Output (msg);
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142 | }
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143 |
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144 | return;
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145 | }
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146 | }
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147 | }
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148 |
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149 | private string DoParts (InvItem[] _parts, int _indent, string _currentMessage) {
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150 | if (_parts != null && _parts.Length > 0) {
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151 | string indenter = new string (' ', _indent * 4);
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152 | for (int i = 0; i < _parts.Length; i++) {
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153 | if (_parts [i] != null) {
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154 | if (_currentMessage == null) {
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155 | // no currentMessage given -> readable output
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156 | if (_parts [i].quality < 0) {
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157 | SdtdConsole.Instance.Output (string.Format ("{0} - {1}", indenter,
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158 | _parts [i].itemName));
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159 | } else {
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160 | SdtdConsole.Instance.Output (string.Format ("{0} - {1} - quality: {2}",
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161 | indenter, _parts [i].itemName, _parts [i].quality));
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162 | }
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163 |
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164 | DoParts (_parts [i].parts, _indent + 1, null);
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165 | } else {
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166 | // currentMessage given -> parseable output
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167 | if (_currentMessage.Length > 0) {
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168 | _currentMessage += ",";
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169 | }
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170 |
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171 | _currentMessage += _parts [i].itemName + "@" + _parts [i].quality;
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172 | _currentMessage = DoParts (_parts [i].parts, _indent + 1, _currentMessage);
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173 | }
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174 | }
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175 | }
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176 | }
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177 |
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178 | return _currentMessage;
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179 | }
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180 | }
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181 | }
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