1 | using System.Collections.Generic;
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2 | using AllocsFixes.PersistentData;
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3 | using JetBrains.Annotations;
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4 |
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5 | namespace CommandExtensions.Commands {
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6 | [UsedImplicitly]
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7 | public class ShowInventory : ConsoleCmdAbstract {
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8 | protected override string getDescription () {
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9 | return "list inventory of a given player";
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10 | }
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11 |
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12 | protected override string getHelp () {
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13 | return "Usage:\n" +
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14 | " showinventory <user id / player name / entity id> [tag]\n" +
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15 | "Show the inventory of the player given by his UserID, player name or\n" +
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16 | "entity id (as given by e.g. \"lpi\").\n" +
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17 | "Optionally specify a tag that is included in each line of the output. In\n" +
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18 | "this case output is designed to be easily parseable by tools.\n" +
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19 | "Note: This only shows the player's inventory after it was first sent to\n" +
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20 | "the server which happens at least every 30 seconds.";
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21 | }
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22 |
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23 | protected override string[] getCommands () {
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24 | return new[] {"showinventory", "si"};
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25 | }
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26 |
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27 | public override void Execute (List<string> _params, CommandSenderInfo _senderInfo) {
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28 | if (_params.Count < 1) {
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29 | SdtdConsole.Instance.Output ("Usage: showinventory <steamid|playername|entityid> [tag]");
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30 | return;
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31 | }
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32 |
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33 | PlatformUserIdentifierAbs steamid = PersistentContainer.Instance.Players.GetSteamID (_params [0], true);
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34 | if (steamid == null) {
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35 | SdtdConsole.Instance.Output (
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36 | "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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37 | return;
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38 | }
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39 |
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40 | string tag = null;
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41 | if (_params.Count > 1 && _params [1].Length > 0) {
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42 | tag = _params [1];
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43 | }
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44 |
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45 | Player p = PersistentContainer.Instance.Players [steamid, false];
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46 | AllocsFixes.PersistentData.Inventory inv = p.Inventory;
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47 |
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48 | if (tag == null) {
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49 | SdtdConsole.Instance.Output ($"Belt of player {p.Name}:");
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50 | }
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51 |
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52 | PrintInv (inv.belt, p.EntityID, "belt", tag);
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53 | if (tag == null) {
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54 | SdtdConsole.Instance.Output (string.Empty);
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55 | }
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56 |
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57 | if (tag == null) {
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58 | SdtdConsole.Instance.Output ($"Bagpack of player {p.Name}:");
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59 | }
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60 |
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61 | PrintInv (inv.bag, p.EntityID, "backpack", tag);
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62 | if (tag == null) {
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63 | SdtdConsole.Instance.Output (string.Empty);
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64 | }
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65 |
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66 | if (tag == null) {
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67 | SdtdConsole.Instance.Output ($"Equipment of player {p.Name}:");
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68 | }
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69 |
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70 | PrintEquipment (inv.equipment, p.EntityID, "equipment", tag);
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71 |
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72 | if (tag != null) {
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73 | SdtdConsole.Instance.Output ($"tracker_item id={p.EntityID}, tag={tag}, SHOWINVENTORY DONE");
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74 | }
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75 | }
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76 |
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77 | private void PrintInv (List<InvItem> _inv, int _entityId, string _location, string _tag) {
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78 | for (int i = 0; i < _inv.Count; i++) {
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79 | if (_inv [i] == null) {
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80 | continue;
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81 | }
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82 |
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83 | if (_tag == null) {
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84 | // no Tag defined -> readable output
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85 | if (_inv [i].quality < 0) {
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86 | SdtdConsole.Instance.Output ($" Slot {i}: {_inv [i].count:000} * {_inv [i].itemName}");
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87 | } else {
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88 | SdtdConsole.Instance.Output ($" Slot {i}: {_inv [i].count:000} * {_inv [i].itemName} - quality: {_inv [i].quality}");
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89 | }
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90 |
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91 | DoParts (_inv [i].parts, 1, null);
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92 | } else {
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93 | // Tag defined -> parseable output
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94 | string partsMsg = DoParts (_inv [i].parts, 1, "");
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95 | string msg =
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96 | $"tracker_item id={_entityId}, tag={_tag}, location={_location}, slot={i}, item={_inv [i].itemName}, qnty={_inv [i].count}, quality={_inv [i].quality}, parts=({partsMsg})";
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97 | SdtdConsole.Instance.Output (msg);
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98 | }
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99 | }
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100 | }
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101 |
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102 | private void PrintEquipment (InvItem[] _equipment, int _entityId, string _location, string _tag) {
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103 | AddEquipment ("head", _equipment, EquipmentSlots.Headgear, _entityId, _location, _tag);
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104 | AddEquipment ("eyes", _equipment, EquipmentSlots.Eyewear, _entityId, _location, _tag);
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105 | AddEquipment ("face", _equipment, EquipmentSlots.Face, _entityId, _location, _tag);
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106 |
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107 | AddEquipment ("armor", _equipment, EquipmentSlots.ChestArmor, _entityId, _location, _tag);
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108 | AddEquipment ("jacket", _equipment, EquipmentSlots.Jacket, _entityId, _location, _tag);
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109 | AddEquipment ("shirt", _equipment, EquipmentSlots.Shirt, _entityId, _location, _tag);
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110 |
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111 | AddEquipment ("legarmor", _equipment, EquipmentSlots.LegArmor, _entityId, _location, _tag);
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112 | AddEquipment ("pants", _equipment, EquipmentSlots.Legs, _entityId, _location, _tag);
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113 | AddEquipment ("boots", _equipment, EquipmentSlots.Feet, _entityId, _location, _tag);
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114 |
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115 | AddEquipment ("gloves", _equipment, EquipmentSlots.Hands, _entityId, _location, _tag);
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116 | }
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117 |
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118 | private void AddEquipment (string _slotname, InvItem[] _items, EquipmentSlots _slot, int _entityId,
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119 | string _location, string _tag) {
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120 | int[] slotindices = XUiM_PlayerEquipment.GetSlotIndicesByEquipmentSlot (_slot);
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121 |
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122 | for (int i = 0; i < slotindices.Length; i++) {
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123 | if (_items? [slotindices [i]] == null) {
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124 | continue;
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125 | }
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126 |
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127 | InvItem item = _items [slotindices [i]];
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128 | if (_tag == null) {
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129 | // no Tag defined -> readable output
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130 | if (item.quality < 0) {
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131 | SdtdConsole.Instance.Output ($" Slot {_slotname:8}: {item.itemName:000}");
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132 | } else {
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133 | SdtdConsole.Instance.Output ($" Slot {_slotname:8}: {item.itemName:000} - quality: {item.quality}");
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134 | }
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135 |
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136 | DoParts (_items [slotindices [i]].parts, 1, null);
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137 | } else {
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138 | // Tag defined -> parseable output
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139 | string partsMsg = DoParts (_items [slotindices [i]].parts, 1, "");
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140 | string msg =
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141 | $"tracker_item id={_entityId}, tag={_tag}, location={_location}, slot={_slotname}, item={item.itemName}, qnty=1, quality={item.quality}, parts=({partsMsg})";
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142 | SdtdConsole.Instance.Output (msg);
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143 | }
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144 |
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145 | return;
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146 | }
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147 | }
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148 |
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149 | private string DoParts (InvItem[] _parts, int _indent, string _currentMessage) {
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150 | if (_parts == null || _parts.Length <= 0) {
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151 | return _currentMessage;
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152 | }
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153 |
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154 | string indenter = new string (' ', _indent * 4);
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155 | for (int i = 0; i < _parts.Length; i++) {
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156 | if (_parts [i] == null) {
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157 | continue;
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158 | }
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159 |
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160 | if (_currentMessage == null) {
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161 | // no currentMessage given -> readable output
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162 | if (_parts [i].quality < 0) {
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163 | SdtdConsole.Instance.Output ($"{indenter} - {_parts [i].itemName}");
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164 | } else {
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165 | SdtdConsole.Instance.Output ($"{indenter} - {_parts [i].itemName} - quality: {_parts [i].quality}");
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166 | }
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167 |
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168 | DoParts (_parts [i].parts, _indent + 1, _currentMessage);
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169 | } else {
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170 | // currentMessage given -> parseable output
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171 | if (_currentMessage.Length > 0) {
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172 | _currentMessage += ",";
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173 | }
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174 |
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175 | _currentMessage += $"{_parts [i].itemName}@{_parts [i].quality}";
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176 | _currentMessage = DoParts (_parts [i].parts, _indent + 1, _currentMessage);
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177 | }
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178 | }
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179 |
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180 | return _currentMessage;
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181 | }
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182 | }
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183 | }
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