2020-12-13 15:01:13 +00:00
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//=============================================================================
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// KFAutoPurchaseHeler
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//=============================================================================
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// Hold logic for auto purchase
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2016 Tripwire Interactive LLC
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//=============================================================================
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class KFAutoPurchaseHelper extends Object within KFPlayerController
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dependson(KFGFxMenu_Trader)
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native(UI);
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var KFPlayerReplicationInfo MyKFPRI;
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var KFInventoryManager MyKFIM;
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var KFGFxObject_TraderItems TraderItems;
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var array<SItemInformation> OwnedItemList;
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var SItemInformation GrenadeItem;
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var SItemInformation ArmorItem;
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var int TotalDosh; // The total amount of dosh we have
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var bool bPendingDoshUpdate; // Set this to true if we spent money but haven't received acknowledgement from the server
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var int TotalBlocks; // The total amount of blocks that our inventory takes up, plus any transactions
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var byte MaxBlocks; // The maximum number of blocks available
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var int PrevArmor;
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var int CostPerAutofillCycle;
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var int DoshBuffer;
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2021-09-02 21:46:08 +00:00
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var int ArmorMagSize; // Percentage of armor bought individually
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2020-12-13 15:01:13 +00:00
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function Initialize(optional bool bInitOwnedItems = true)
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{
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if( Pawn != none && PlayerReplicationInfo != none )
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{
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MyKFPRI = KFPlayerReplicationInfo( PlayerReplicationInfo );
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MyKFIM = KFInventoryManager( Pawn.InvManager );
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if( MyKFPRI != none && MyKFIM != none )
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{
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// Grab the weapons in our inventory and add them to a stored array called OwnedItemList
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if (bInitOwnedItems)
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{
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InitializeOwnedItemList();
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}
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TotalBlocks = MyKFIM.CurrentCarryBlocks;
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TotalDosh = MyKFPRI.Score;
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MaxBlocks = MyKFIM.MaxCarryBlocks;
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}
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}
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}
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/*************************
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@Name - Auto purchase
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**************************/
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function DoAutoPurchase()
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{
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local int PotentialDosh, i;
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local Array <STraderItem> OnPerkWeapons;
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local STraderItem TopTierWeapon;
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local int ItemIndex;
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local bool bSecondaryWeaponPurchased;
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local bool bUpgradeSuccess;
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local bool bAutoFillPurchasedItem;
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local string AutoFillMessageString;
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GetTraderItems();
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if(CurrentPerk.AutoBuyLoadOutPath.length == 0)
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{
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`log("!!!Autobuy load out path not set!!!");
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return;
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}
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for (i = 0; i < CurrentPerk.AutoBuyLoadOutPath.length; i++)
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{
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ItemIndex = TraderItems.SaleItems.Find('WeaponDef', CurrentPerk.AutoBuyLoadOutPath[i]);
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if(ItemIndex != INDEX_NONE)
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{
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OnPerkWeapons.AddItem(TraderItems.SaleItems[ItemIndex]);
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}
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}
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SellOffPerkWeapons();
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TopTierWeapon = GetTopTierWeapon(OnPerkWeapons);
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//can I afford my top teir without selling my current weapon?
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if(!DoIOwnThisWeapon(TopTierWeapon) && GetCanAfford( GetAdjustedBuyPriceFor(TopTierWeapon) + DoshBuffer ) && CanCarry( TopTierWeapon ) )
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{
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bUpgradeSuccess = AttemptUpgrade(TotalDosh, OnPerkWeapons, true);
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}
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else
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{
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PotentialDosh = GetPotentialDosh();
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bUpgradeSuccess = AttemptUpgrade(PotentialDosh+TotalDosh, OnPerkWeapons);
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}
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bAutoFillPurchasedItem = StartAutoFill();
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if(DoIOwnThisWeapon(TopTierWeapon))
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{
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while(AttemptToPurchaseNextLowerTier(TotalDosh, OnPerkWeapons))
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{
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bSecondaryWeaponPurchased = true;
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AttemptToPurchaseNextLowerTier(TotalDosh, OnPerkWeapons);
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}
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}
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MyKFIM.ServerCloseTraderMenu();
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if(bUpgradeSuccess)
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{
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AutoFillMessageString = class'KFCommon_LocalizedStrings'.default.WeaponUpgradeComepleteString;
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}
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else if(bSecondaryWeaponPurchased)
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{
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AutoFillMessageString = class'KFCommon_LocalizedStrings'.default.SecondaryWeaponPurchasedString;
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}
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else if(bAutoFillPurchasedItem)
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{
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AutoFillMessageString = class'KFCommon_LocalizedStrings'.default.AutoFillCompleteString;
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}
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else
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{
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AutoFillMessageString = class'KFCommon_LocalizedStrings'.default.NoItemsPurchasedString;
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}
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if(MyGFxHUD != none)
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{
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MyGFxHUD.ShowNonCriticalMessage( class'KFCommon_LocalizedStrings'.default.AutoTradeCompleteString$AutoFillMessageString );
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}
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}
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function bool AttemptToPurchaseNextLowerTier(int UseableDosh, const out Array <STraderItem>OnPerkWeapons)
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{
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local int LastAfforableItemIndex;
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local STraderItem TempTraderItem;
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LastAfforableItemIndex = GetLastAffordableItemIndex(UseableDosh, OnPerkWeapons);
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if(LastAfforableItemIndex != INDEX_NONE)
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{
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TempTraderItem = OnPerkWeapons[LastAfforableItemIndex];
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PurchaseWeapon(TempTraderItem);
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StartAutoFill();
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return true;
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}
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return false;
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}
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function STraderItem GetTopTierWeapon(const out Array <STraderItem>OnPerkWeapons)
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{
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local STraderItem HighestValuedWeapon;
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HighestValuedWeapon = GetHighValuedOnPerkWeapon(OnPerkWeapons);
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return HighestValuedWeapon;
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}
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function bool AttemptUpgrade(int UseableDosh, const out Array<STraderItem> OnPerkWeapons, optional bool bHaveTopTier)
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{
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local STraderItem TempTraderItem;
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local bool bUpgradeSuccess;
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local int LastAfforableItemIndex;
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local SItemInformation MyHighestValuedWeapon;
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MyHighestValuedWeapon = GetHighValuedWeapon(OwnedItemList);
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LastAfforableItemIndex = GetLastAffordableItemIndex(UseableDosh, OnPerkWeapons, MyHighestValuedWeapon);
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if(LastAfforableItemIndex != INDEX_NONE)
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{
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TempTraderItem = OnPerkWeapons[LastAfforableItemIndex];
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if(MyHighestValuedWeapon.DefaultItem.WeaponDef.default.BuyPrice < TempTraderItem.WeaponDef.default.BuyPrice)
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{
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//Sell on perk weapons
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if(!bHaveTopTier)
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{
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SellOnPerkWeapons();
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}
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PurchaseWeapon(TempTraderItem);
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bUpgradeSuccess = true;
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}
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}
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return bUpgradeSuccess;
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}
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function int GetLastAffordableItemIndex(int UseableDosh, const out Array <STraderItem>OnPerkWeapons, optional SItemInformation TradeInItem)
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{
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local int LastAfforableItemIndex, i;
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local STraderItem TempTraderItem;
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local int TradeInItemWeight;
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TradeInItemWeight = MyKFIM.GetDisplayedBlocksRequiredFor(TradeInItem.DefaultItem);
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LastAfforableItemIndex = INDEX_NONE;
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//figure out which weapon we can afford
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for (i = 0; i < OnPerkWeapons.length; i++)
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{
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TempTraderItem = OnPerkWeapons[i];
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if(UseableDosh > GetAdjustedBuyPriceFor(TempTraderItem) + DoshBuffer )
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{
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if(!DoIOwnThisWeapon(TempTraderItem) && !( (TotalBlocks - TradeInItemWeight + MyKFIM.GetDisplayedBlocksRequiredFor(TempTraderItem)) > MaxBlocks) && !IsInOwnedItemList(TempTraderItem.DualClassName))
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{
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LastAfforableItemIndex = i;
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}
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}
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else
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{
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break;
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}
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}
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return LastAfforableItemIndex;
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}
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function STraderItem GetHighValuedOnPerkWeapon(const out array<STraderItem> ItemList)
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{
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local STraderItem HighestValuedWeapon;
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local int i;
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for (i = 0; i < ItemList.length; i++)
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{
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if( HighestValuedWeapon.WeaponDef == none || ItemList[i].WeaponDef.default.BuyPrice > HighestValuedWeapon.WeaponDef.default.BuyPrice)
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{
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HighestValuedWeapon = ItemList[i];
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}
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}
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return HighestValuedWeapon;
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}
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function SItemInformation GetHighValuedWeapon(const out array<SItemInformation> ItemList)
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{
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local SItemInformation HighestValuedWeapon;
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local int i;
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for (i = 0; i < ItemList.length; i++)
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{
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if(ItemList[i].DefaultItem.BlocksRequired == -1)
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{
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continue;
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}
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if( HighestValuedWeapon.DefaultItem.WeaponDef == none || ItemList[i].DefaultItem.WeaponDef.default.BuyPrice > HighestValuedWeapon.DefaultItem.WeaponDef.default.BuyPrice)
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{
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HighestValuedWeapon = ItemList[i];
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}
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}
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return HighestValuedWeapon;
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}
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function SellOnPerkWeapons()
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{
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local int i;
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for (i = 0; i < OwnedItemList.length; i++)
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{
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if( OwnedItemList[i].DefaultItem.AssociatedPerkClasses.length > 0 && OwnedItemList[i].DefaultItem.AssociatedPerkClasses[0] == CurrentPerk.Class && OwnedItemList[i].DefaultItem.BlocksRequired != -1)
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{
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SellWeapon(OwnedItemList[i], i);
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i=-1;
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}
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}
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}
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function SellOffPerkWeapons()
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{
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local int i;
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for (i = 0; i < OwnedItemList.length; i++)
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{
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if( OwnedItemList[i].DefaultItem.AssociatedPerkClasses[0] != CurrentPerk.Class && OwnedItemList[i].DefaultItem.BlocksRequired != -1 && OwnedItemList[i].SellPrice != 0 )
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{
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if(CurrentPerk.ShouldAutosellWeapon(OwnedItemList[i].DefaultItem.WeaponDef))
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{
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SellWeapon(OwnedItemList[i], i);
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i=-1;
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}
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}
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}
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}
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function bool DoIOwnThisWeapon(const out STraderItem TraderItem)
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{
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return OwnedItemList.Find('DefaultItem', TraderItem) != INDEX_NONE;
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}
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function int GetPotentialDosh()
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{
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local int PotentialDosh, i;
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for (i = 0; i <OwnedItemList.length; i++)
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{
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if(OwnedItemList[i].SellPrice != 0)
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{
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PotentialDosh += OwnedItemList[i].SellPrice;
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}
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}
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return PotentialDosh;
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}
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/******************
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@Name - Trader Items
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*******************/
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function bool bCanPurchase(STraderItem SelectedItem, optional bool bReturnError = true)
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{
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local bool bCanAfford, bCanCarry, bNotOwned;
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bCanAfford = GetCanAfford( GetAdjustedBuyPriceFor(SelectedItem) );
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bCanCarry = CanCarry( SelectedItem );
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bNotOwned = !DoIOwnThisWeapon(SelectedItem);
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if (MyGfxManager != none && MyGfxManager.TraderMenu != none && bReturnError)
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{
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MyGFxManager.TraderMenu.PurchaseError(!bCanAfford, !bCanCarry);
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}
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return bCanCarry && bCanAfford && bNotOwned;
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}
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// Checks if we can have enough dosh to buy this item
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function bool GetCanAfford(int BuyPrice)
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{
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if (BuyPrice > TotalDosh)
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{
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return false;
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}
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return true;
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}
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// Checks if we can have enough blocks to hold this item
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function bool CanCarry(const out STraderItem Item, optional int OverrideLevelValue = INDEX_NONE)
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{
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if (TotalBlocks + MyKFIM.GetDisplayedBlocksRequiredFor(Item, OverrideLevelValue) > MaxBlocks)
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{
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return false;
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}
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return true;
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}
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function bool CanUpgrade(STraderItem SelectedItem, out int CanCarryIndex, out int bCanAffordIndex, optional bool bPlayDialog)
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{
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local bool bCanAfford, bCanCarry;
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local int UpgradePrice;
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local int ItemUpgradeLevel;
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local KFPlayerController MyKFPC;
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local int AddedWeightBlocks;
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MyKFPC = Outer;
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ItemUpgradeLevel = GetItemUpgradeLevelByClassName(SelectedItem.ClassName);
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if (ItemUpgradeLevel == INDEX_NONE || !(ItemUpgradeLevel < SelectedItem.WeaponDef.default.UpgradePrice.length))
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{
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`log("Item at max level");
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return false;
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}
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UpgradePrice = SelectedItem.WeaponDef.static.GetUpgradePrice(ItemUpgradeLevel);
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bCanAfford = GetCanAfford(UpgradePrice);
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AddedWeightBlocks = SelectedItem.WeaponUpgradeWeight[ItemUpgradeLevel + 1] - SelectedItem.WeaponUpgradeWeight[ItemUpgradeLevel];
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bCanCarry = !(TotalBlocks + AddedWeightBlocks > MaxBlocks);
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//bCanUpgrade = MyKFIM.ItemEligableForUpgrade(SelectedItem);
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if (bPlayDialog)
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{
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MyKFPC.PlayTraderSelectItemDialog(!bCanAfford, !bCanCarry);
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}
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CanCarryIndex = bCanCarry ? 1 : 0;
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bCanAffordIndex = bCanAfford ? 1 : 0;
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return bCanAfford && bCanCarry;
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}
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|
|
|
|
function PurchaseWeapon(STraderItem ShopItem)
|
|
|
|
{
|
|
|
|
local int ItemUpgradeLevel;
|
|
|
|
|
|
|
|
if(!bCanPurchase(ShopItem, true))
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
ItemUpgradeLevel = ShopItem.SingleClassName != '' ?
|
|
|
|
GetItemUpgradeLevelByClassName(ShopItem.SingleClassName) :
|
|
|
|
INDEX_None;
|
|
|
|
|
|
|
|
AddDosh(-GetAdjustedBuyPriceFor(ShopItem));
|
|
|
|
AddBlocks(MyKFIM.GetWeaponBlocks(ShopItem, ItemUpgradeLevel));
|
|
|
|
AddWeaponToOwnedItemList(ShopItem);
|
|
|
|
}
|
|
|
|
|
|
|
|
function SellWeapon(SItemInformation ItemInfo, optional int SelectedItemIndex = -1)
|
|
|
|
{
|
|
|
|
AddDosh(GetAdjustedSellPriceFor(ItemInfo.DefaultItem));
|
|
|
|
AddBlocks( -MyKFIM.GetDisplayedBlocksRequiredFor(ItemInfo.DefaultItem) );
|
|
|
|
|
|
|
|
if(SelectedItemIndex != INDEX_NONE)
|
|
|
|
{
|
|
|
|
RemoveWeaponFromOwnedItemList( SelectedItemIndex );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
function bool UpgradeWeapon(int OwnedItemIndex)
|
|
|
|
{
|
|
|
|
local byte ItemIndex;
|
|
|
|
local STraderItem DefaultItemInfo;
|
|
|
|
local SItemInformation ItemInfo;
|
|
|
|
local int Test1, Test2; //place holder ints
|
|
|
|
|
|
|
|
ItemInfo = OwnedItemList[OwnedItemIndex];
|
|
|
|
DefaultItemInfo = ItemInfo.DefaultItem;
|
|
|
|
|
|
|
|
if (ItemInfo.bIsSecondaryAmmo || !CanUpgrade(DefaultItemInfo, Test1, Test2, true))
|
|
|
|
{
|
|
|
|
`log("cannot upgrade");
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
TraderItems.GetItemIndicesFromArche(ItemIndex, DefaultItemInfo.ClassName);
|
|
|
|
|
|
|
|
MyKFIM.BuyUpgrade(ItemIndex, ItemInfo.ItemUpgradeLevel);
|
|
|
|
OwnedItemList[OwnedItemIndex].SellPrice = GetAdjustedSellPriceFor(DefaultItemInfo);
|
|
|
|
if (MyGfxManager != none && MyGfxManager.TraderMenu != none)
|
|
|
|
{
|
|
|
|
MyGfxManager.TraderMenu.OwnedItemList = OwnedItemList;
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
/******************
|
|
|
|
@Name - Player Inventory
|
|
|
|
*******************/
|
|
|
|
function int GetFillArmorCost()
|
|
|
|
{
|
2021-09-02 21:46:08 +00:00
|
|
|
// local float ArmorPercentage, FillCost, ArmorPricePerPercent;
|
2020-12-13 15:01:13 +00:00
|
|
|
|
2021-09-02 21:46:08 +00:00
|
|
|
// ArmorPercentage = (float() / float(ArmorItem.MaxSpareAmmo)) * 100.f;
|
|
|
|
// ArmorPricePerPercent = ArmorItem.AmmoPricePerMagazine;
|
|
|
|
// FillCost = FCeil( (ArmorItem.SpareAmmoCount - ArmorItem.MaxSpareAmmo) * ArmorItem.AmmoPricePerMagazine );
|
2020-12-13 15:01:13 +00:00
|
|
|
|
2021-09-02 21:46:08 +00:00
|
|
|
return FCeil( (ArmorItem.MaxSpareAmmo - ArmorItem.SpareAmmoCount) * ArmorItem.AmmoPricePerMagazine );
|
|
|
|
}
|
|
|
|
|
|
|
|
function int GetChunkArmorCost()
|
|
|
|
{
|
|
|
|
return FCeil ( FMin(ArmorItem.MaxSpareAmmo - ArmorItem.SpareAmmoCount, ArmorMagSize) * ArmorItem.AmmoPricePerMagazine );
|
2020-12-13 15:01:13 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
function int FillArmor( )
|
|
|
|
{
|
|
|
|
local float ArmorPricePerPercent, FillCost;
|
|
|
|
local float PercentBoughtUnit, PercentArmorBought;
|
|
|
|
local int ActualArmorPointsAvailable;
|
|
|
|
|
|
|
|
FillCost = GetFillArmorCost();
|
|
|
|
ActualArmorPointsAvailable = ArmorItem.MaxSpareAmmo - ArmorItem.SpareAmmoCount;
|
|
|
|
|
|
|
|
PercentBoughtUnit = float(ActualArmorPointsAvailable) / float(ArmorItem.MaxSpareAmmo);
|
|
|
|
PercentArmorBought = PercentBoughtUnit * 100.f;
|
|
|
|
|
|
|
|
// Buy as much armor as we possibly can
|
|
|
|
if (FillCost > TotalDosh)
|
|
|
|
{
|
|
|
|
ArmorPricePerPercent = ArmorItem.AmmoPricePerMagazine;
|
|
|
|
|
|
|
|
// Because we are using ints this will round down and we can get how much we actually spent
|
|
|
|
PercentArmorBought = TotalDosh / ArmorPricePerPercent;
|
|
|
|
PercentBoughtUnit = PercentArmorBought / 100.f;
|
|
|
|
FillCost = ArmorPricePerPercent * PercentArmorBought;
|
|
|
|
}
|
|
|
|
|
|
|
|
PercentArmorBought = (PercentArmorBought > 0.f && PercentArmorBought < 1.f) ? 1.f : PercentArmorBought;
|
|
|
|
ArmorItem.SpareAmmoCount = FMin( float(ArmorItem.SpareAmmoCount) + (PercentBoughtUnit * float(ArmorItem.MaxSpareAmmo)), float(ArmorItem.MaxSpareAmmo) );
|
|
|
|
|
|
|
|
BoughtAmmo(PercentArmorBought, FillCost, EIT_Armor);
|
|
|
|
return FillCost;
|
|
|
|
}
|
|
|
|
|
2021-09-02 21:46:08 +00:00
|
|
|
function int BuyArmorMag( )
|
|
|
|
{
|
|
|
|
local float ArmorPricePerPercent;
|
|
|
|
local float ChunkCost;
|
|
|
|
local float ArmorAvailable;
|
|
|
|
local float PercentArmorBought;
|
|
|
|
local float ArmorAmmountBought;
|
|
|
|
|
|
|
|
ArmorAvailable = (1 - float(ArmorItem.SpareAmmoCount) / ArmorItem.MaxSpareAmmo) * 100;
|
|
|
|
ArmorAmmountBought = ArmorMagSize;
|
|
|
|
PercentArmorBought = ArmorMagSize * 100.0f / ArmorItem.MaxSpareAmmo;
|
|
|
|
|
|
|
|
if (ArmorAvailable < PercentArmorBought)
|
|
|
|
return FillArmor();
|
|
|
|
|
|
|
|
ChunkCost = ArmorAmmountBought * ArmorItem.AmmoPricePerMagazine;
|
|
|
|
// Buy as much armor as we possibly can
|
|
|
|
if (ChunkCost > TotalDosh)
|
|
|
|
{
|
|
|
|
ArmorPricePerPercent = ArmorItem.AmmoPricePerMagazine;
|
|
|
|
|
|
|
|
// Because we are using ints this will round down and we can get how much we actually spent
|
|
|
|
PercentArmorBought = TotalDosh / ArmorPricePerPercent;
|
|
|
|
ChunkCost = ArmorPricePerPercent * PercentArmorBought;
|
|
|
|
ArmorAmmountBought = ArmorItem.MaxSpareAmmo * PercentArmorBought / 100;
|
|
|
|
}
|
|
|
|
|
|
|
|
PercentArmorBought = (PercentArmorBought > 0.f && PercentArmorBought < 1.f) ? 1.f : PercentArmorBought;
|
|
|
|
ArmorItem.SpareAmmoCount = FMin(ArmorItem.SpareAmmoCount + ArmorAmmountBought, ArmorItem.MaxSpareAmmo);
|
|
|
|
|
|
|
|
BoughtAmmo(PercentArmorBought, ChunkCost, EIT_Armor);
|
|
|
|
return ChunkCost;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2020-12-13 15:01:13 +00:00
|
|
|
function bool AttemptBuyArmorChunk( out int InAutoFillDosh )
|
|
|
|
{
|
2021-09-02 21:46:08 +00:00
|
|
|
local float PercentArmorBought;
|
|
|
|
local int ArmorPricePerPercent;
|
|
|
|
local int ChunkCost;
|
|
|
|
local int ActualArmorPointsAvailable;
|
|
|
|
|
|
|
|
ActualArmorPointsAvailable = ArmorItem.MaxSpareAmmo - ArmorItem.SpareAmmoCount;
|
2020-12-13 15:01:13 +00:00
|
|
|
|
|
|
|
ArmorPricePerPercent = ArmorItem.AmmoPricePerMagazine;
|
2021-09-02 21:46:08 +00:00
|
|
|
PercentArmorBought = 0;
|
|
|
|
|
2020-12-13 15:01:13 +00:00
|
|
|
if( ArmorItem.SpareAmmoCount < ArmorItem.MaxSpareAmmo )
|
|
|
|
{
|
|
|
|
// Because we are using int's this will round down and we can get how much we actually spent
|
2021-09-02 21:46:08 +00:00
|
|
|
PercentArmorBought = FMin(CostPerAutofillCycle / ArmorPricePerPercent, float(ActualArmorPointsAvailable));
|
|
|
|
ChunkCost = ArmorPricePerPercent * PercentArmorBought;
|
|
|
|
|
2020-12-13 15:01:13 +00:00
|
|
|
if( InAutoFillDosh < ChunkCost )
|
|
|
|
{
|
2021-09-02 21:46:08 +00:00
|
|
|
PercentArmorBought = FMin(InAutoFillDosh / ArmorPricePerPercent, float(ActualArmorPointsAvailable));
|
|
|
|
ChunkCost = ArmorPricePerPercent * PercentArmorBought;
|
2020-12-13 15:01:13 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
InAutoFillDosh -= ChunkCost;
|
|
|
|
|
2021-09-02 21:46:08 +00:00
|
|
|
PercentArmorBought = (PercentArmorBought > 0.f && PercentArmorBought < 1.f) ? 1.f : PercentArmorBought;
|
2021-10-05 17:50:32 +00:00
|
|
|
ArmorItem.SpareAmmoCount = FMin(ArmorItem.SpareAmmoCount + PercentArmorBought, ArmorItem.MaxSpareAmmo);
|
2020-12-13 15:01:13 +00:00
|
|
|
BoughtAmmo(PercentArmorBought, ChunkCost, EIT_Armor);
|
|
|
|
}
|
2021-09-02 21:46:08 +00:00
|
|
|
|
2020-12-13 15:01:13 +00:00
|
|
|
return (PercentArmorBought > 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
//grenade
|
|
|
|
|
|
|
|
function int GetFillGrenadeCost( )
|
|
|
|
{
|
|
|
|
local int AmmoCount, MaxAmmoCount;
|
|
|
|
local float MissingAmmo, PricePerMag;
|
|
|
|
|
|
|
|
AmmoCount = GrenadeItem.SpareAmmoCount;
|
|
|
|
MaxAmmoCount = GrenadeItem.MaxSpareAmmo;
|
|
|
|
PricePerMag = GrenadeItem.AmmoPricePerMagazine;
|
|
|
|
|
|
|
|
MissingAmmo = MaxAmmoCount - AmmoCount;
|
|
|
|
// Use FCeil so you can never buy ammo for 0 Do$h on an int conversion
|
|
|
|
return FCeil(MissingAmmo * PricePerMag);
|
|
|
|
}
|
|
|
|
|
|
|
|
function int BuyGrenade( )
|
|
|
|
{
|
|
|
|
local int MagAmmoCost;
|
|
|
|
MagAmmoCost = 0;
|
|
|
|
if( (GrenadeItem.MaxSpareAmmo - GrenadeItem.SpareAmmoCount) > 0 )
|
|
|
|
{
|
|
|
|
MagAmmoCost = GrenadeItem.AmmoPricePerMagazine;
|
|
|
|
|
|
|
|
GrenadeItem.SpareAmmoCount += 1;
|
|
|
|
|
|
|
|
BoughtAmmo(1, MagAmmoCost, EIT_Grenade);
|
|
|
|
}
|
|
|
|
return MagAmmoCost;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Ammo
|
|
|
|
//@todo give item information rather than index
|
|
|
|
function int BuySecondaryAmmoMag( out SItemInformation ItemInfo )
|
|
|
|
{
|
|
|
|
local int MagAmmoCost;
|
|
|
|
local int MagSpaceAvailable;
|
|
|
|
local int AddedAmmo;
|
|
|
|
local float AmmoCostScale;
|
|
|
|
local KFGameReplicationInfo KFGRI;
|
|
|
|
|
|
|
|
KFGRI = KFGameReplicationInfo(WorldInfo.GRI);
|
|
|
|
if (KFGRI != none)
|
|
|
|
{
|
|
|
|
AmmoCostScale = KFGRI.GameAmmoCostScale;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
AmmoCostScale = 1.0;
|
|
|
|
}
|
|
|
|
|
|
|
|
MagAmmoCost = 0;
|
|
|
|
MagSpaceAvailable = ItemInfo.MaxSecondaryAmmo - ItemInfo.SecondaryAmmoCount;
|
|
|
|
if( MagSpaceAvailable > 0 )
|
|
|
|
{
|
|
|
|
MagAmmoCost = AmmoCostScale * ItemInfo.DefaultItem.WeaponDef.default.SecondaryAmmoMagPrice;
|
|
|
|
|
|
|
|
// Don't charge them full price if they don't buy a full mag's worth of ammo
|
|
|
|
// or we can only afford part of a magazine
|
|
|
|
if( (MagSpaceAvailable < ItemInfo.DefaultItem.WeaponDef.default.SecondaryAmmoMagSize) || (TotalDosh < MagAmmoCost) )
|
|
|
|
{
|
|
|
|
return FillAmmo( ItemInfo );
|
|
|
|
}
|
|
|
|
|
|
|
|
AddedAmmo = ItemInfo.DefaultItem.WeaponDef.default.SecondaryAmmoMagSize;
|
|
|
|
|
|
|
|
ItemInfo.SecondaryAmmoCount += AddedAmmo;
|
|
|
|
ItemInfo.SecondaryAmmoCount = Min( ItemInfo.MaxSecondaryAmmo, ItemInfo.SecondaryAmmoCount );
|
|
|
|
|
|
|
|
BoughtAmmo(AddedAmmo, MagAmmoCost, EIT_Weapon, ItemInfo.DefaultItem.ClassName, ItemInfo.bIsSecondaryAmmo);
|
|
|
|
}
|
|
|
|
|
|
|
|
return MagAmmoCost;
|
|
|
|
}
|
|
|
|
|
|
|
|
function int BuyMagazine( int ItemSlotIndex )
|
|
|
|
{
|
|
|
|
local SItemInformation ItemInfo;
|
|
|
|
local int MagCost;
|
|
|
|
|
|
|
|
ItemInfo = OwnedItemList[ ItemSlotIndex ];
|
|
|
|
|
|
|
|
if( ItemInfo.bIsSecondaryAmmo )
|
|
|
|
{
|
|
|
|
MagCost = BuySecondaryAmmoMag( ItemInfo );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
MagCost = BuyItemMagazine( ItemInfo );
|
|
|
|
}
|
|
|
|
|
|
|
|
OwnedItemList[ ItemSlotIndex ] = ItemInfo;
|
|
|
|
return MagCost;
|
|
|
|
}
|
|
|
|
|
|
|
|
function int BuyItemMagazine( out SItemInformation ItemInfo )
|
|
|
|
{
|
|
|
|
local int MagAmmoCost;
|
|
|
|
local int MagSpaceAvailable;
|
|
|
|
|
|
|
|
MagAmmoCost = 0;
|
|
|
|
MagSpaceAvailable = ItemInfo.MaxSpareAmmo - ItemInfo.SpareAmmoCount;
|
|
|
|
|
|
|
|
if( MagSpaceAvailable > 0 )
|
|
|
|
{
|
|
|
|
MagAmmoCost = ItemInfo.AmmoPricePerMagazine;
|
|
|
|
|
|
|
|
// Don't charge them full price if they don't buy a full mag's worth of ammo
|
|
|
|
// or we can only afford part of a magazine
|
|
|
|
if( (MagSpaceAvailable < ItemInfo.DefaultItem.MagazineCapacity) || (TotalDosh < MagAmmoCost) )
|
|
|
|
{
|
|
|
|
return FillAmmo( ItemInfo );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
ItemInfo.SpareAmmoCount += ItemInfo.DefaultItem.MagazineCapacity;
|
|
|
|
ItemInfo.SpareAmmoCount = Min( ItemInfo.MaxSpareAmmo, ItemInfo.SpareAmmoCount );
|
|
|
|
|
|
|
|
BoughtAmmo(ItemInfo.DefaultItem.MagazineCapacity, MagAmmoCost, EIT_Weapon, ItemInfo.DefaultItem.ClassName, ItemInfo.bIsSecondaryAmmo);
|
|
|
|
}
|
|
|
|
|
|
|
|
return MagAmmoCost;
|
|
|
|
}
|
|
|
|
|
|
|
|
function float FillAmmo( out SItemInformation ItemInfo, optional bool bIsGrenade )
|
|
|
|
{
|
|
|
|
local float MissingAmmo, MagSize;
|
|
|
|
local float FillAmmoCost, PricePerMag;
|
|
|
|
local float PricePerRound;
|
|
|
|
local float AmmoCostScale;
|
|
|
|
local KFGameReplicationInfo KFGRI;
|
|
|
|
|
|
|
|
KFGRI = KFGameReplicationInfo(WorldInfo.GRI);
|
|
|
|
if (KFGRI != none)
|
|
|
|
{
|
|
|
|
AmmoCostScale = KFGRI.GameAmmoCostScale;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
AmmoCostScale = 1.0;
|
|
|
|
}
|
|
|
|
|
|
|
|
if( ItemInfo.bIsSecondaryAmmo )
|
|
|
|
{
|
|
|
|
MagSize = ItemInfo.DefaultItem.WeaponDef.default.SecondaryAmmoMagSize;
|
|
|
|
PricePerMag = AmmoCostScale * ItemInfo.DefaultItem.WeaponDef.default.SecondaryAmmoMagPrice;
|
|
|
|
MissingAmmo = ItemInfo.MaxSecondaryAmmo - ItemInfo.SecondaryAmmoCount;
|
|
|
|
FillAmmoCost = GetFillAmmoCost(ItemInfo);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
MagSize = ItemInfo.DefaultItem.MagazineCapacity;
|
|
|
|
PricePerMag = ItemInfo.AmmoPricePerMagazine;
|
|
|
|
MissingAmmo = ItemInfo.MaxSpareAmmo - ItemInfo.SpareAmmoCount;
|
|
|
|
FillAmmoCost = ( bIsGrenade ) ? GetFillGrenadeCost() : GetFillAmmoCost(ItemInfo);
|
|
|
|
}
|
|
|
|
|
|
|
|
// If we cannot fill all our ammo, fill as much as possible
|
|
|
|
if ( FillAmmoCost > TotalDosh )
|
|
|
|
{
|
|
|
|
PricePerRound = ( bIsGrenade ) ? PricePerMag : PricePerMag / MagSize;
|
|
|
|
MissingAmmo = FFloor(TotalDosh / PricePerRound);
|
|
|
|
FillAmmoCost = FCeil(MissingAmmo * PricePerRound);
|
|
|
|
}
|
|
|
|
|
|
|
|
if( ItemInfo.bIsSecondaryAmmo )
|
|
|
|
{
|
|
|
|
ItemInfo.SecondaryAmmoCount += MissingAmmo;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
ItemInfo.SpareAmmoCount += MissingAmmo;
|
|
|
|
}
|
|
|
|
|
|
|
|
if( bIsGrenade )
|
|
|
|
{
|
|
|
|
BoughtAmmo(MissingAmmo, FillAmmoCost, EIT_Grenade);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
BoughtAmmo(MissingAmmo, FillAmmoCost, EIT_Weapon, ItemInfo.DefaultItem.ClassName, ItemInfo.bIsSecondaryAmmo);
|
|
|
|
}
|
|
|
|
|
|
|
|
return FillAmmoCost;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//Refresh player inventory
|
|
|
|
/** Returns the cost to refill this items ammo */
|
|
|
|
function int GetFillAmmoCost( out SItemInformation ItemInfo )
|
|
|
|
{
|
|
|
|
local int AmmoCount, MaxAmmoCount;
|
|
|
|
local float MissingAmmo, PricePerMag, MagSize, PricePerRound;
|
|
|
|
local float AmmoCostScale;
|
|
|
|
local KFGameReplicationInfo KFGRI;
|
|
|
|
|
|
|
|
KFGRI = KFGameReplicationInfo(WorldInfo.GRI);
|
|
|
|
if (KFGRI != none)
|
|
|
|
{
|
|
|
|
AmmoCostScale = KFGRI.GameAmmoCostScale;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
AmmoCostScale = 1.0;
|
|
|
|
}
|
|
|
|
|
|
|
|
if( ItemInfo.bIsSecondaryAmmo )
|
|
|
|
{
|
|
|
|
AmmoCount = ItemInfo.SecondaryAmmoCount;
|
|
|
|
MaxAmmoCount = ItemInfo.MaxSecondaryAmmo;
|
|
|
|
PricePerMag = AmmoCostScale * ItemInfo.DefaultItem.WeaponDef.default.SecondaryAmmoMagPrice;
|
|
|
|
MagSize = ItemInfo.DefaultItem.WeaponDef.default.SecondaryAmmoMagSize;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
AmmoCount = ItemInfo.SpareAmmoCount;
|
|
|
|
MaxAmmoCount = ItemInfo.MaxSpareAmmo;
|
|
|
|
PricePerMag = ItemInfo.AmmoPricePerMagazine;
|
|
|
|
MagSize = ItemInfo.DefaultItem.MagazineCapacity;
|
|
|
|
}
|
|
|
|
|
|
|
|
if( MagSize <= 0 )
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
MissingAmmo = MaxAmmoCount - AmmoCount;
|
|
|
|
PricePerRound = PricePerMag / MagSize;
|
|
|
|
|
|
|
|
// Use FCeil so you can never buy ammo for 0 Do$h on an int conversion
|
|
|
|
return FCeil(MissingAmmo * PricePerRound);
|
|
|
|
}
|
|
|
|
|
|
|
|
// auto fill
|
|
|
|
// Change the look of the button dependant on if we can afford it, or are at max capacity
|
|
|
|
function bool AttemptAutoFillOnItem( out SItemInformation ItemInfo, out int InAutoFillDosh, int Price )
|
|
|
|
{
|
|
|
|
local int DoshSpent;
|
|
|
|
|
|
|
|
DoshSpent = Min(InAutoFillDosh, CostPerAutofillCycle);
|
|
|
|
InAutoFillDosh -= DoshSpent;
|
|
|
|
ItemInfo.AutoFillDosh += DoshSpent;
|
|
|
|
return ( ItemInfo.AutoFillDosh >= Price );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/** Take all dosh out of current weapons and pool it back into AutoFillDosh for the final cycle */
|
|
|
|
function RePoolAutoFillDosh( out int AutoFillDosh )
|
|
|
|
{
|
|
|
|
local byte i;
|
|
|
|
// If we could not buy anything else, clear all cached dosh and buy whatevers possible
|
|
|
|
for (i = 0; i < OwnedItemList.Length; i++)
|
|
|
|
{
|
|
|
|
AutoFillDosh += OwnedItemList[ i ].AutoFillDosh;
|
|
|
|
OwnedItemList[ i ].AutoFillDosh = 0;
|
|
|
|
}
|
|
|
|
AutoFillDosh += ArmorItem.AutoFillDosh;
|
|
|
|
ArmorItem.AutoFillDosh = 0;
|
|
|
|
|
|
|
|
AutoFillDosh += GrenadeItem.AutoFillDosh;
|
|
|
|
GrenadeItem.AutoFillDosh = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
/** Empty out any cached dosh in weapons once we've finished autofilling */
|
|
|
|
function ClearAutoFillDosh()
|
|
|
|
{
|
|
|
|
local byte i;
|
|
|
|
// If we could not buy anything else, clear all cached dosh and buy whatevers possible
|
|
|
|
for (i = 0; i < OwnedItemList.Length; i++)
|
|
|
|
{
|
|
|
|
OwnedItemList[ i ].AutoFillDosh = 0;
|
|
|
|
}
|
|
|
|
ArmorItem.AutoFillDosh = 0;
|
|
|
|
GrenadeItem.AutoFillDosh = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
function bool AutoFillOwnedItems( out int AutoFillDosh, bool bLastCycle )
|
|
|
|
{
|
|
|
|
local int i, PricePerMag, AmmoCount, MaxAmmoCount;
|
|
|
|
local SItemInformation ItemInfo;
|
|
|
|
local float AmmoCostScale;
|
|
|
|
local KFGameReplicationInfo KFGRI;
|
|
|
|
|
|
|
|
KFGRI = KFGameReplicationInfo(WorldInfo.GRI);
|
|
|
|
if (KFGRI != none)
|
|
|
|
{
|
|
|
|
AmmoCostScale = KFGRI.GameAmmoCostScale;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
AmmoCostScale = 1.0;
|
|
|
|
}
|
|
|
|
|
|
|
|
for (i = 0; i < OwnedItemList.Length; i++)
|
|
|
|
{
|
|
|
|
ItemInfo = OwnedItemList[ i ];
|
|
|
|
if( ItemInfo.bIsSecondaryAmmo )
|
|
|
|
{
|
|
|
|
PricePerMag = AmmoCostScale * ItemInfo.DefaultItem.WeaponDef.default.SecondaryAmmoMagPrice;
|
|
|
|
AmmoCount = ItemInfo.SecondaryAmmoCount;
|
|
|
|
MaxAmmoCount = ItemInfo.MaxSecondaryAmmo;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
PricePerMag = ItemInfo.AmmoPricePerMagazine;
|
|
|
|
AmmoCount = ItemInfo.SpareAmmoCount;
|
|
|
|
MaxAmmoCount = ItemInfo.MaxSpareAmmo;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Only buy ammo if we are missing any
|
|
|
|
if ( AmmoCount < MaxAmmoCount )
|
|
|
|
{
|
|
|
|
if( bLastCycle )
|
|
|
|
{
|
|
|
|
AutoFillDosh -= FillAmmo( ItemInfo );
|
|
|
|
}
|
|
|
|
else if( AttemptAutoFillOnItem(ItemInfo, AutoFillDosh, PricePerMag) )
|
|
|
|
{
|
|
|
|
ItemInfo.AutoFillDosh -= BuyMagazine(i);
|
|
|
|
OwnedItemList[ i ].AutoFillDosh = ItemInfo.AutoFillDosh;
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
OwnedItemList[ i ] = ItemInfo;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
function bool StartAutoFill()
|
|
|
|
{
|
|
|
|
local int AutoFillDosh;
|
|
|
|
local bool bBoughtSomething;
|
|
|
|
local bool bLastCycle;
|
|
|
|
local bool bAutoFillPurchasedItem;
|
|
|
|
|
|
|
|
bLastCycle = false;
|
|
|
|
AutoFillDosh = TotalDosh;
|
|
|
|
// try and buy items until we cannot afford anything else or we've bought everything
|
|
|
|
while( true )
|
|
|
|
{
|
|
|
|
// Tries to buy ammo for the highest priority weapon with missing ammo, unless we're on the last cycle in which case buy for all weapons
|
|
|
|
bBoughtSomething = AutoFillOwnedItems(AutoFillDosh, bLastCycle);
|
|
|
|
|
|
|
|
// Fill armor
|
|
|
|
if( ArmorItem.SpareAmmoCount < ArmorItem.MaxSpareAmmo )
|
|
|
|
{
|
|
|
|
if( bLastCycle )
|
|
|
|
{
|
|
|
|
AutoFillDosh -= FillArmor();
|
|
|
|
}
|
|
|
|
else if( AttemptBuyArmorChunk( AutoFillDosh ) )
|
|
|
|
{
|
|
|
|
bBoughtSomething = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Fill grenades
|
|
|
|
if( GrenadeItem.SpareAmmoCount < GrenadeItem.MaxSpareAmmo )
|
|
|
|
{
|
|
|
|
if( bLastCycle )
|
|
|
|
{
|
|
|
|
AutoFillDosh -= FillAmmo(GrenadeItem, true);
|
|
|
|
}
|
|
|
|
else if( AttemptAutoFillOnItem(GrenadeItem, AutoFillDosh, GrenadeItem.AmmoPricePerMagazine) )
|
|
|
|
{
|
|
|
|
GrenadeItem.AutoFillDosh -= BuyGrenade();
|
|
|
|
bBoughtSomething = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if( bLastCycle )
|
|
|
|
{
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
else if( !bBoughtSomething )
|
|
|
|
{
|
|
|
|
// buy whatever we can with our last cycle
|
|
|
|
if( !bLastCycle )
|
|
|
|
{
|
|
|
|
// Return all accumulated dosh from weapons to AutoFillDosh
|
|
|
|
RePoolAutoFillDosh(AutoFillDosh);
|
|
|
|
bLastCycle = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if( !bAutoFillPurchasedItem )
|
|
|
|
{
|
|
|
|
bAutoFillPurchasedItem = bBoughtSomething;
|
|
|
|
}
|
|
|
|
bBoughtSomething = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
ClearAutoFillDosh();
|
|
|
|
return bAutoFillPurchasedItem;
|
|
|
|
}
|
|
|
|
|
|
|
|
//This is for external use of the UI. DO NOT use this in the menu. -ZG
|
|
|
|
function Int GetAutoFillCost()
|
|
|
|
{
|
|
|
|
local byte SlotIndex;
|
|
|
|
local int FillAmmoCost, AutoFillCost;
|
|
|
|
local SItemInformation ItemInfo;
|
|
|
|
|
|
|
|
AutoFillCost += GetFillArmorCost();
|
|
|
|
AutoFillCost += GetFillGrenadeCost();
|
|
|
|
|
|
|
|
// Iterate through all the items to get the auto fill cost, and update the items
|
|
|
|
// for the page we are currently on
|
|
|
|
for ( SlotIndex = 0; SlotIndex < OwnedItemList.Length; SlotIndex++ )
|
|
|
|
{
|
|
|
|
ItemInfo = OwnedItemList[SlotIndex];
|
|
|
|
FillAmmoCost = GetFillAmmoCost(ItemInfo);
|
|
|
|
AutoFillCost += FillAmmoCost;
|
|
|
|
}
|
|
|
|
|
|
|
|
return AutoFillCost;
|
|
|
|
}
|
|
|
|
|
|
|
|
/******************
|
|
|
|
@Name - General
|
|
|
|
*******************/
|
|
|
|
|
|
|
|
function InitializeOwnedItemList()
|
|
|
|
{
|
|
|
|
local Inventory Inv;
|
|
|
|
local KFWeapon KFW;
|
|
|
|
local KFPawn_Human KFP;
|
|
|
|
local bool AllowGrenades;
|
|
|
|
|
|
|
|
OwnedItemList.length = 0;
|
|
|
|
|
|
|
|
TraderItems = KFGameReplicationInfo( WorldInfo.GRI ).TraderItems;
|
|
|
|
AllowGrenades = KFGameReplicationInfo( WorldInfo.GRI ).bAllowGrenadePurchase;
|
|
|
|
|
|
|
|
KFP = KFPawn_Human( Pawn );
|
|
|
|
if( KFP != none )
|
|
|
|
{
|
|
|
|
// init armor purchase values
|
|
|
|
ArmorItem.SpareAmmoCount = KFP.Armor;
|
|
|
|
ArmorItem.MaxSpareAmmo = KFP.GetMaxArmor();
|
|
|
|
ArmorItem.AmmoPricePerMagazine = TraderItems.ArmorPrice * CurrentPerk.GetArmorDiscountMod();
|
|
|
|
ArmorItem.DefaultItem.WeaponDef = TraderItems.ArmorDef;
|
|
|
|
|
|
|
|
// init grenade purchase values
|
|
|
|
GrenadeItem.SpareAmmoCount = MyKFIM.GrenadeCount;
|
|
|
|
GrenadeItem.MaxSpareAmmo = AllowGrenades ? KFP.GetPerk().MaxGrenadeCount : 0;
|
|
|
|
GrenadeItem.AmmoPricePerMagazine = TraderItems.GrenadePrice;
|
|
|
|
GrenadeItem.DefaultItem.WeaponDef = CurrentPerk.GetGrenadeWeaponDef();
|
|
|
|
|
|
|
|
// @temp: fill in stuff that is normally serialized in the archetype
|
|
|
|
GrenadeItem.DefaultItem.AssociatedPerkClasses[0] = CurrentPerk.Class;
|
|
|
|
|
|
|
|
for ( Inv = MyKFIM.InventoryChain; Inv != none; Inv = Inv.Inventory )
|
|
|
|
{
|
|
|
|
KFW = KFWeapon( Inv );
|
|
|
|
if( KFW != none )
|
|
|
|
{
|
|
|
|
// Set the weapon information and add it to the OwnedItemList
|
|
|
|
SetWeaponInformation( KFW );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if(MyGfxManager != none && MyGfxManager.TraderMenu != none)
|
|
|
|
{
|
|
|
|
MyGfxManager.TraderMenu.OwnedItemList = OwnedItemList;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/** returns true if item can be bought/sold at trader */
|
|
|
|
function bool IsSellable(const out STraderItem TraderItem)
|
|
|
|
{
|
|
|
|
return (TraderItem.WeaponDef != None && TraderItem.WeaponDef.default.BuyPrice > 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/** Called from KFGFxTraderContainer_Store */
|
|
|
|
simulated function int GetAdjustedBuyPriceFor( const out STraderItem ShopItem )
|
|
|
|
{
|
|
|
|
return MyKFIM.GetAdjustedBuyPriceFor( ShopItem, OwnedItemList );
|
|
|
|
}
|
|
|
|
|
|
|
|
simulated function int GetAdjustedSellPriceFor(const out STraderItem ShopItem)
|
|
|
|
{
|
|
|
|
return MyKFIM.GetAdjustedSellPriceFor(ShopItem, OwnedItemList);
|
|
|
|
}
|
|
|
|
|
|
|
|
simulated function int GetAdjustedUpgradePriceFor(const out STraderItem ItemInfo, int UpgradeLevel)
|
|
|
|
{
|
|
|
|
return MyKFIM.GetAdjustedUpgradePriceFor(ItemInfo, UpgradeLevel);
|
|
|
|
}
|
|
|
|
|
|
|
|
simulated function int GetItemUpgradeLevelByClassName(name ClassName)
|
|
|
|
{
|
|
|
|
local int i;
|
|
|
|
local name OwnedItemClassName;
|
|
|
|
|
|
|
|
for (i = 0; i < OwnedItemList.Length; i++)
|
|
|
|
{
|
|
|
|
OwnedItemClassName = OwnedItemList[i].DefaultItem.ClassName;
|
|
|
|
if (OwnedItemClassName == '')
|
|
|
|
{
|
|
|
|
`warn("Owned item with Class NAME_None");
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
else if (OwnedItemClassName == ClassName)
|
|
|
|
{
|
|
|
|
return OwnedItemList[i].ItemUpgradeLevel;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
function bool IsInOwnedItemList( name ItemName )
|
|
|
|
{
|
|
|
|
local int i;
|
|
|
|
local name OwnedItemClassName;
|
|
|
|
|
|
|
|
for (i = 0; i < OwnedItemList.Length; i++)
|
|
|
|
{
|
|
|
|
OwnedItemClassName = OwnedItemList[i].DefaultItem.ClassName;
|
|
|
|
if ( OwnedItemClassName == '' )
|
|
|
|
{
|
|
|
|
`warn("Owned item with Class NAME_None");
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
else if ( OwnedItemClassName == ItemName )
|
|
|
|
{
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
function AddDosh( int AddedDosh )
|
|
|
|
{
|
|
|
|
TotalDosh = Max( TotalDosh + AddedDosh, 0 );
|
|
|
|
|
|
|
|
if(Role < ROLE_Authority)
|
|
|
|
{
|
|
|
|
bPendingDoshUpdate = true;
|
|
|
|
// If we have not heard anything back form the server, update the clients dosh value
|
|
|
|
SetTimer(2.0f, false, nameof(UpdateCurrentDosh), self);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
simulated function NotifyDoshChanged()
|
|
|
|
{
|
|
|
|
// If we've spent dosh just prior to receiving an update, keep our client value and wait for the next server update
|
|
|
|
if( bPendingDoshUpdate )
|
|
|
|
{
|
|
|
|
bPendingDoshUpdate = false;
|
|
|
|
if(MyKFPRI.Score != TotalDosh)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
UpdateCurrentDosh();
|
|
|
|
}
|
|
|
|
|
|
|
|
simulated function UpdateCurrentDosh()
|
|
|
|
{
|
|
|
|
// If we receive dosh outside of the menu update our TotalDosh and refresh the menus
|
|
|
|
TotalDosh = Max( MyKFPRI.Score, 0 );
|
|
|
|
if(MyGfxManager != none && MyGfxManager.TraderMenu != none)
|
|
|
|
{
|
|
|
|
MyGfxManager.TraderMenu.RefreshItemComponents();
|
|
|
|
}
|
|
|
|
|
|
|
|
bPendingDoshUpdate = false;
|
|
|
|
ClearTimer(nameof(UpdateCurrentDosh), self);
|
|
|
|
}
|
|
|
|
|
|
|
|
function BoughtAmmo(float AmountPurchased, int Price, EItemType ItemType, optional name ClassName, optional bool bIsSecondaryAmmo)
|
|
|
|
{
|
|
|
|
local byte ItemIndex;
|
|
|
|
AddDosh( -Price );
|
|
|
|
|
|
|
|
if( ItemType == EIT_Weapon )
|
|
|
|
{
|
|
|
|
// Get the proper weapon prices from the servers trader archetype
|
|
|
|
TraderItems.GetItemIndicesFromArche(ItemIndex, ClassName);
|
|
|
|
}
|
|
|
|
|
|
|
|
MyKFIM.BuyAmmo( AmountPurchased, ItemType, ItemIndex, bIsSecondaryAmmo );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
function SetWeaponInformation( KFWeapon KFW )
|
|
|
|
{
|
|
|
|
local int i;
|
|
|
|
|
|
|
|
for (i = 0; i < TraderItems.SaleItems.Length; i++)
|
|
|
|
{
|
|
|
|
if( KFW.Class.name == TraderItems.SaleItems[i].ClassName )
|
|
|
|
{
|
|
|
|
SetWeaponInfo(KFW, TraderItems.SaleItems[i]);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/** Add a currently owned item to the "OwnedItemList" on initialization */
|
|
|
|
function SetWeaponInfo(const KFWeapon KFW, STraderItem DefaultItem)
|
|
|
|
{
|
|
|
|
local SItemInformation WeaponInfo;
|
|
|
|
local float AmmoCostScale;
|
|
|
|
local KFGameReplicationInfo KFGRI;
|
|
|
|
|
|
|
|
KFGRI = KFGameReplicationInfo(WorldInfo.GRI);
|
|
|
|
if (KFGRI != none)
|
|
|
|
{
|
|
|
|
AmmoCostScale = KFGRI.GameAmmoCostScale;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
AmmoCostScale = 1.0;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Include current magazine ammo in spare ammo count
|
|
|
|
WeaponInfo.SpareAmmoCount = KFW.GetTotalAmmoAmount(0);
|
|
|
|
// Max spare ammo already includes perk modifications and magazine capacity
|
|
|
|
WeaponInfo.MaxSpareAmmo = KFW.GetMaxAmmoAmount(0);
|
|
|
|
WeaponInfo.MagazineCapacity = KFW.MagazineCapacity[0];
|
|
|
|
WeaponInfo.SecondaryAmmoCount = KFW.GetTotalAmmoAmount(1);
|
|
|
|
WeaponInfo.MaxSecondaryAmmo = KFW.GetMaxAmmoAmount(1);
|
|
|
|
WeaponInfo.DefaultItem = DefaultItem;
|
|
|
|
WeaponInfo.ItemUpgradeLevel = KFW.CurrentWeaponUpgradeIndex;
|
|
|
|
|
|
|
|
WeaponInfo.AmmoPricePerMagazine = AmmoCostScale * DefaultItem.WeaponDef.default.AmmoPricePerMag;
|
|
|
|
WeaponInfo.SellPrice = GetAdjustedSellPriceFor(DefaultItem);
|
|
|
|
|
|
|
|
AddItemByPriority( WeaponInfo );
|
|
|
|
|
|
|
|
// if adding a dual, remove the related single
|
|
|
|
if( DefaultItem.SingleClassName != '' )
|
|
|
|
{
|
|
|
|
RemoveWeaponFromOwnedItemList( , DefaultItem.SingleClassName, true );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// We've bought a new item, add its information to our owned item list
|
|
|
|
function int AddWeaponToOwnedItemList( STraderItem DefaultItem, optional bool bDoNotBuy, optional int OverrideItemUpgradeLevel = INDEX_NONE )
|
|
|
|
{
|
|
|
|
local SItemInformation WeaponInfo;
|
|
|
|
local byte ItemIndex;
|
|
|
|
local int AddedWeaponIndex, OwnedSingleIdx, SingleDualAmmoDiff;
|
|
|
|
local bool bAddingDual;
|
|
|
|
local float AmmoCostScale;
|
|
|
|
local KFGameReplicationInfo KFGRI;
|
|
|
|
|
|
|
|
KFGRI = KFGameReplicationInfo(WorldInfo.GRI);
|
|
|
|
if (KFGRI != none)
|
|
|
|
{
|
|
|
|
AmmoCostScale = KFGRI.GameAmmoCostScale;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
AmmoCostScale = 1.0;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Magazine capacity affects both spare ammo and max spare ammo. modify this first
|
|
|
|
WeaponInfo.MagazineCapacity = DefaultItem.MagazineCapacity;
|
|
|
|
CurrentPerk.ModifyMagSizeAndNumber( none, WeaponInfo.MagazineCapacity, DefaultItem.AssociatedPerkClasses,, DefaultItem.ClassName );
|
|
|
|
|
|
|
|
// Newly bought weapons need to have their default values modified by the current perk
|
|
|
|
WeaponInfo.MaxSpareAmmo = DefaultItem.MaxSpareAmmo;
|
|
|
|
CurrentPerk.ModifyMaxSpareAmmoAmount(none, WeaponInfo.MaxSpareAmmo, DefaultItem);
|
|
|
|
WeaponInfo.MaxSpareAmmo += WeaponInfo.MagazineCapacity;
|
|
|
|
|
|
|
|
WeaponInfo.SpareAmmoCount = DefaultItem.InitialSpareMags * DefaultItem.MagazineCapacity;
|
|
|
|
CurrentPerk.ModifySpareAmmoAmount(none, WeaponInfo.SpareAmmoCount, DefaultItem);
|
|
|
|
WeaponInfo.SpareAmmoCount += WeaponInfo.MagazineCapacity;
|
|
|
|
|
|
|
|
// if adding a dual, adjust the displayed ammo count to reflect ammo of single
|
|
|
|
bAddingDual = DefaultItem.SingleClassName != '';
|
|
|
|
if( bAddingDual )
|
|
|
|
{
|
|
|
|
for( OwnedSingleIdx = 0; OwnedSingleIdx < OwnedItemList.Length; ++OwnedSingleIdx )
|
|
|
|
{
|
|
|
|
if( OwnedItemList[OwnedSingleIdx].DefaultItem.ClassName == DefaultItem.SingleClassName )
|
|
|
|
{
|
|
|
|
SingleDualAmmoDiff = OwnedItemList[OwnedSingleIdx].SpareAmmoCount - WeaponInfo.SpareAmmoCount;
|
|
|
|
SingleDualAmmoDiff = Max(0, SingleDualAmmoDiff); //If buying a dual, always have it be minimum starting ammo capacity
|
|
|
|
|
|
|
|
//If the new weapon has more when adding a dual, we're boosting it to the new full amount. Set UI info properly
|
|
|
|
if (WeaponInfo.SpareAmmoCount > OwnedItemList[OwnedSingleIdx].SpareAmmoCount)
|
|
|
|
{
|
|
|
|
OwnedItemList[OwnedSingleIdx].SpareAmmoCount = WeaponInfo.SpareAmmoCount;
|
|
|
|
}
|
|
|
|
//Otherwise we're going to maintain ammo and want the weapon info to match intended
|
|
|
|
else
|
|
|
|
{
|
|
|
|
//If rounding is causing problems, make sure our current ammo is never over the new max in the UI
|
|
|
|
WeaponInfo.SpareAmmoCount = Min(OwnedItemList[OwnedSingleIdx].SpareAmmoCount, WeaponInfo.MaxSpareAmmo);
|
|
|
|
}
|
|
|
|
|
|
|
|
WeaponInfo.ItemUpgradeLevel = OwnedItemList[OwnedSingleIdx].ItemUpgradeLevel;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// allow perk to set spare ammo to max (uses different params than ModifySpareAmmoAmount)
|
|
|
|
// mostly just used for firebug
|
|
|
|
CurrentPerk.MaximizeSpareAmmoAmount( DefaultItem.AssociatedPerkClasses, WeaponInfo.SpareAmmoCount, DefaultItem.MaxSpareAmmo + DefaultItem.MagazineCapacity );
|
|
|
|
|
|
|
|
WeaponInfo.SecondaryAmmoCount = DefaultItem.InitialSecondaryAmmo;
|
|
|
|
CurrentPerk.ModifyMagSizeAndNumber( none, WeaponInfo.MagazineCapacity, DefaultItem.AssociatedPerkClasses, true, DefaultItem.ClassName );
|
|
|
|
CurrentPerk.ModifySpareAmmoAmount( none, WeaponInfo.SecondaryAmmoCount, DefaultItem, true );
|
|
|
|
|
|
|
|
WeaponInfo.MaxSecondaryAmmo = DefaultItem.MaxSecondaryAmmo;
|
|
|
|
CurrentPerk.ModifyMaxSpareAmmoAmount( none, WeaponInfo.MaxSecondaryAmmo, DefaultItem, true );
|
|
|
|
|
|
|
|
WeaponInfo.AmmoPricePerMagazine = AmmoCostScale * DefaultItem.WeaponDef.default.AmmoPricePerMag;
|
|
|
|
WeaponInfo.SellPrice = GetAdjustedSellPriceFor(DefaultItem);
|
|
|
|
|
|
|
|
WeaponInfo.DefaultItem = DefaultItem;
|
|
|
|
|
|
|
|
if(OverrideItemUpgradeLevel > INDEX_NONE)
|
|
|
|
{
|
|
|
|
WeaponInfo.ItemUpgradeLevel = OverrideItemUpgradeLevel;
|
|
|
|
}
|
|
|
|
|
|
|
|
AddedWeaponIndex = AddItemByPriority( WeaponInfo );
|
|
|
|
|
|
|
|
TraderItems.GetItemIndicesFromArche(ItemIndex, DefaultItem.ClassName);
|
|
|
|
|
|
|
|
if (!bDoNotBuy)
|
|
|
|
{
|
|
|
|
// Tell the server to buy the weapon using its trader archetype info
|
|
|
|
MyKFIM.ServerBuyWeapon(ItemIndex, WeaponInfo.ItemUpgradeLevel);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// Tell the server to add the weapon (without buying) using its trader archetype info
|
|
|
|
MyKFIM.ServerAddTransactionItem(ItemIndex, WeaponInfo.ItemUpgradeLevel);
|
|
|
|
AddBlocks(MyKFIM.GetWeaponBlocks(DefaultItem, WeaponInfo.ItemUpgradeLevel));
|
|
|
|
}
|
|
|
|
|
|
|
|
// if adding a dual, set its transaction ammo (given at trader close) to reflect the single it's replacing
|
|
|
|
if (bAddingDual)
|
|
|
|
{
|
|
|
|
AddTransactionAmmo(ItemIndex, SingleDualAmmoDiff /*+ WeaponInfo.MagazineCapacity/2*/, false);
|
|
|
|
RemoveWeaponFromOwnedItemList(, DefaultItem.SingleClassName, true);
|
|
|
|
}
|
|
|
|
|
|
|
|
return AddedWeaponIndex;
|
|
|
|
}
|
|
|
|
|
|
|
|
/** Removes item from owned list and sells it, if applicable */
|
|
|
|
function RemoveWeaponFromOwnedItemList( optional int OwnedListIdx = INDEX_NONE, optional name ClassName, optional bool bDoNotSell )
|
|
|
|
{
|
|
|
|
local SItemInformation ItemInfo;
|
|
|
|
local byte ItemIndex;
|
|
|
|
local int SingleOwnedIndex;
|
|
|
|
|
|
|
|
if( OwnedListIdx == INDEX_NONE && ClassName != '' )
|
|
|
|
{
|
|
|
|
for( OwnedListIdx = 0; OwnedListIdx < OwnedItemList.length; ++OwnedListIdx )
|
|
|
|
{
|
|
|
|
if( OwnedItemList[OwnedListIdx].DefaultItem.ClassName == ClassName )
|
|
|
|
{
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if( OwnedListIdx >= OwnedItemList.length )
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
ItemInfo = OwnedItemList[OwnedListIdx];
|
|
|
|
|
|
|
|
if( !bDoNotSell )
|
|
|
|
{
|
|
|
|
// Sell the weapon from our inventory immediately
|
|
|
|
TraderItems.GetItemIndicesFromArche( ItemIndex, ItemInfo.DefaultItem.ClassName );
|
|
|
|
MyKFIM.ServerSellWeapon(ItemIndex);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// Remove the weapon from our inventory immediately (without selling)
|
|
|
|
AddBlocks(-MyKFIM.GetDisplayedBlocksRequiredFor(ItemInfo.DefaultItem));
|
|
|
|
TraderItems.GetItemIndicesFromArche( ItemIndex, ItemInfo.DefaultItem.ClassName );
|
|
|
|
MyKFIM.ServerRemoveTransactionItem( ItemIndex );
|
|
|
|
}
|
|
|
|
|
|
|
|
// If we try to sell a weapons secondary ammo slot
|
|
|
|
if( OwnedItemList[OwnedListIdx].bIsSecondaryAmmo )
|
|
|
|
{
|
|
|
|
OwnedItemList.Remove( OwnedListIdx, 1 );
|
|
|
|
if( OwnedListIdx - 1 >= 0 )
|
|
|
|
{
|
|
|
|
OwnedItemList.Remove( OwnedListIdx - 1, 1 );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// If the weapon we're selling uses secondary ammo, remove the secondary ammo listing also
|
|
|
|
else if( OwnedItemList[OwnedListIdx].DefaultItem.WeaponDef.static.UsesSecondaryAmmo() )
|
|
|
|
{
|
|
|
|
if( OwnedListIdx + 1 < OwnedItemList.Length )
|
|
|
|
{
|
|
|
|
OwnedItemList.Remove( OwnedListIdx + 1, 1 );
|
|
|
|
OwnedItemList.Remove( OwnedListIdx, 1 );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
OwnedItemList.Remove( OwnedListIdx, 1 );
|
|
|
|
}
|
|
|
|
//now selling duals as we buy them; together.
|
|
|
|
|
|
|
|
// add a single to owned items when removing a dual
|
|
|
|
//if( ItemInfo.DefaultItem.SingleClassName != '' )
|
|
|
|
if( ItemInfo.DefaultItem.SingleClassName == 'KFWeap_Pistol_9mm' )
|
|
|
|
{
|
|
|
|
// When removing a dual, always add a single to the owned list so that it shows up in the player inventory UI.
|
|
|
|
// If we don't own the single, then also buy it (add it to the transaction list).
|
|
|
|
|
|
|
|
if( TraderItems.GetItemIndicesFromArche( ItemIndex, ItemInfo.DefaultItem.SingleClassName) )
|
|
|
|
{
|
|
|
|
SingleOwnedIndex = AddWeaponToOwnedItemList( TraderItems.SaleItems[ItemIndex], true, ItemInfo.ItemUpgradeLevel);
|
|
|
|
|
|
|
|
// modify default single ammo based on how much ammo dual had when sold
|
|
|
|
// The now new single gun will spawn with default ammo. We need to correct that down
|
|
|
|
// to the correct amount. Account for differences in max spare ammo caused by perks.
|
|
|
|
AddTransactionAmmo( ItemIndex, ItemInfo.SpareAmmoCount - (ItemInfo.MaxSpareAmmo / 2.0) + ((ItemInfo.MaxSpareAmmo / 2.0) - OwnedItemList[SingleOwnedIndex].SpareAmmoCount), false );
|
|
|
|
|
|
|
|
// update the values in the trader UI
|
|
|
|
OwnedItemList[SingleOwnedIndex].SpareAmmoCount = ItemInfo.SpareAmmoCount;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if(MyGfxManager != none && MyGfxManager.TraderMenu != none)
|
|
|
|
{
|
|
|
|
MyGfxManager.TraderMenu.OwnedItemList = OwnedItemList;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
function MergeSingleIntoDual(SItemInformation ExistingDual, SItemInformation NewSingle)
|
|
|
|
{
|
|
|
|
ExistingDual.SpareAmmoCount = Min(ExistingDual.SpareAmmoCount + NewSingle.SpareAmmoCount, ExistingDual.MaxSpareAmmo);
|
|
|
|
ExistingDual.SecondaryAmmoCount = Min(ExistingDual.SecondaryAmmoCount + NewSingle.SecondaryAmmoCount, ExistingDual.MaxSecondaryAmmo);
|
|
|
|
}
|
|
|
|
|
|
|
|
function int AddItemByPriority( out SItemInformation WeaponInfo )
|
|
|
|
{
|
|
|
|
local byte i;
|
|
|
|
local byte WeaponGroup, WeaponPriority;
|
|
|
|
local byte BestIndex;
|
|
|
|
|
|
|
|
BestIndex = 0;
|
|
|
|
WeaponGroup = WeaponInfo.DefaultItem.InventoryGroup;
|
|
|
|
WeaponPriority = WeaponInfo.DefaultItem.GroupPriority;
|
|
|
|
for( i = 0; i < OwnedItemList.length; i++ )
|
|
|
|
{
|
|
|
|
//Receiving a single for a dual we already own (Ex: Weapon thrown at the player)
|
|
|
|
if (WeaponInfo.DefaultItem.DualClassName == OwnedItemList[i].DefaultItem.ClassName)
|
|
|
|
{
|
|
|
|
MergeSingleIntoDual(OwnedItemList[i], WeaponInfo);
|
|
|
|
return i;
|
|
|
|
}
|
|
|
|
|
|
|
|
// If the weapon belongs in the group prior to the current weapon, we've found the spot
|
|
|
|
if( WeaponGroup < OwnedItemList[i].DefaultItem.InventoryGroup )
|
|
|
|
{
|
|
|
|
BestIndex = i;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
else if( WeaponGroup == OwnedItemList[i].DefaultItem.InventoryGroup )
|
|
|
|
{
|
|
|
|
if( WeaponPriority > OwnedItemList[i].DefaultItem.GroupPriority )
|
|
|
|
{
|
|
|
|
// if the weapon is in the same group but has a higher priority, we've found the spot
|
|
|
|
BestIndex = i;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
else if( WeaponPriority == OwnedItemList[i].DefaultItem.GroupPriority &&
|
|
|
|
WeaponInfo.DefaultItem.AssociatedPerkClasses.Find(CurrentPerk.Class) != INDEX_NONE )
|
|
|
|
{
|
|
|
|
// if the weapons have the same priority give the slot to the on perk weapon
|
|
|
|
BestIndex = i;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// Covers the case if this weapon is the only item in the last group
|
|
|
|
BestIndex = i + 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
OwnedItemList.InsertItem( BestIndex, WeaponInfo );
|
|
|
|
|
|
|
|
// Add secondary ammo immediately after the main weapon
|
|
|
|
if( WeaponInfo.DefaultItem.WeaponDef.static.UsesSecondaryAmmo() )
|
|
|
|
{
|
|
|
|
WeaponInfo.bIsSecondaryAmmo = true;
|
|
|
|
WeaponInfo.SellPrice = 0;
|
|
|
|
OwnedItemList.InsertItem( BestIndex + 1, WeaponInfo );
|
|
|
|
}
|
|
|
|
|
|
|
|
if( MyGfxManager != none && MyGfxManager.TraderMenu != none )
|
|
|
|
{
|
|
|
|
MyGfxManager.TraderMenu.OwnedItemList = OwnedItemList;
|
|
|
|
}
|
|
|
|
|
|
|
|
return BestIndex;
|
|
|
|
}
|
|
|
|
|
|
|
|
function AddBlocks( int AddedBlocks )
|
|
|
|
{
|
|
|
|
TotalBlocks = Max( TotalBlocks + AddedBlocks, 0 );
|
|
|
|
}
|
|
|
|
|
|
|
|
function GetTraderItems()
|
|
|
|
{
|
|
|
|
TraderItems = KFGameReplicationInfo( WorldInfo.GRI ).TraderItems;
|
|
|
|
Initialize();
|
|
|
|
}
|
|
|
|
|
|
|
|
native private final function AddTransactionAmmo( byte ItemIndex, int Amount, bool bSecondaryAmmo );
|
|
|
|
|
|
|
|
DefaultProperties
|
|
|
|
{
|
|
|
|
//defaults
|
|
|
|
CostPerAutofillCycle=10
|
|
|
|
DoshBuffer=150
|
2021-09-02 21:46:08 +00:00
|
|
|
ArmorMagSize=25.0f;
|
2020-12-13 15:01:13 +00:00
|
|
|
}
|