Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
133 lines
8.8 KiB
C#
133 lines
8.8 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using Decentralized.Domain;
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namespace Decentralized
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{
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/// <summary>
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/// 杰克逊博士进货时(夜间去他店里,或他每周来本店摆摊)加上挖矿设备。用游戏给 mod 的进货钩子和他自己的上架函数,
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/// 价格是物品价值加上他的加价(难度规则与夜间事件决定)。加入 Web3 治理社区之后才上货。
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/// </summary>
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public static class DealerStock
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{
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public static void Subscribe()
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{
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ModHook.OnPlaceInventorInventoryItemLate += OnPlace;
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// 开发者模式(F9)里的测试入口:像到了杰克逊店里一样,清空并扩大柜台后上货
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ModHelper.AddDebugFunction(ModInfo.Id, ModInfo.Name, "Give rig x3 (test)", () => { for (int i = 0; i < 3; i++) Items.Give(ModHelper.SpawnItem(Items.Rig)); });
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ModHelper.AddDebugFunction(ModInfo.Id, ModInfo.Name, "Used cards x4 (test)", () =>
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{
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var rng = Session.Data.Rng;
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Items.Give(Items.NewCard("RTX80", 40, null, rng));
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Items.Give(Items.NewCard("RTX80", 70, "RTX60", rng));
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Items.Give(Items.NewCard("RX800", 30, "RX70", rng));
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Items.Give(Items.NewCard("RX900", 90, "RX70", rng));
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});
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ModHelper.AddDebugFunction(ModInfo.Id, ModInfo.Name, "Dump inspection UI (test)", () => Log.Guard("检视界面结构", () =>
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{
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var sb = new System.Text.StringBuilder("\n");
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void Walk(Transform t, int depth)
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{
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var rt = t as RectTransform;
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var img = t.GetComponent<UnityEngine.UI.Image>();
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sb.AppendLine($"{new string(' ', depth * 2)}{t.name} active={t.gameObject.activeSelf} pos={t.localPosition} size={(rt != null ? rt.sizeDelta.ToString() : "-")} scale={t.localScale}{(img != null ? " img=" + (img.sprite != null ? img.sprite.name : "null") : "")}");
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if (depth < 5) foreach (Transform c in t) Walk(c, depth + 1);
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}
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var m = InspectionUIManager.Instance;
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var ci = PlayerStore.Instance.currentClientInstance;
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sb.AppendLine("当前顾客:" + (ci == null ? "无" : ci.GetClientBlueprint().identifier + " 意图 " + ci.GetClientBlueprint().clientIntent));
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sb.AppendLine("检视物品:" + (m.currentInspectingItem?.identifier ?? "无") + " APPRAISAL=" + (m.currentInspectingItem?.IsTag("APPRAISAL_ITEM") ?? false));
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Walk(m.panel.transform, 0);
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Log.Info(sb.ToString());
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}));
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ModHelper.AddDebugFunction(ModInfo.Id, ModInfo.Name, "Edit claim + offer to buyer (test)", () => Log.Guard("卖出侧测试", () =>
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{
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var rng = Session.Data.Rng;
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// 自己的一张真卡:标签机改成旗舰型号并把成色说成没问题,再摆给一位买家
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var item = Items.NewCard("RTX70", 55, null, rng);
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Items.Give(item);
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var u = Items.ToUnit(item);
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var c = Claim.Truth(u); c.Model = "RTX90"; c.Fan = 0; c.Fingers = 0; c.Bracket = 0; c.Sticker = 0;
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item.EnableTag(Items.EditedTag);
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Items.SetClaim(item, c, 0);
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var client = new StoreClient { identifier = "pd_test_buyer", displayName = "买家", spriteName = SpriteDict.GetRandomScavSpriteName(), clientIntent = StoreClient.ClientIntent.BUY };
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client.CompleteClientCreation();
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PlayerStore.Instance.currentClientInstance = StoreClientInstance.CreateClientInstance(client);
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Log.Info($"测试:卡 #{item.uniqueId} 说法 {c.Encode()},真实 {Claim.Truth(u).Encode()},价格 {item.unitValue},信誉前");
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Items.OfferForTest(item);
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Log.Info($"测试:验货后 Exposed={Items.Exposed(item)} 价格 {item.unitValue}");
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}));
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ModHelper.AddDebugFunction(ModInfo.Id, ModInfo.Name, "Buy scam card (test)", () => Log.Guard("买入侧测试", () =>
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{
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var rng = Session.Data.Rng;
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var item = Items.NewCard("RTX90", 60, "RTX60", rng, DealerKind.Scammer, 0);
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long before = item.unitValue;
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GeneralHelper.SetItemOwned(item, true);
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Items.Refresh(item);
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Items.Give(item);
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Log.Info($"买入测试:卡 #{item.uniqueId} 买前报价 {before},买下后价值 {item.unitValue},真实 {CardValue.True(Items.ToUnit(item))},说法 {(Items.GetClaim(item)?.Encode() ?? "无")}");
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}));
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ModHelper.AddDebugFunction(ModInfo.Id, ModInfo.Name, "CRA + PSC (test)", () => { var w = Session.Data.Hot; w.Add(Assets.CRA, 1000); w.Add(Assets.PSC, 20); w.Basis += 1000; Log.Info($"测试:{WalletWindow.NameOf(w)} CRA {w.Get(Assets.CRA):0}"); });
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ModHelper.AddDebugFunction(ModInfo.Id, ModInfo.Name, "CRA spiral warning (test)", () =>
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{
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var st = Session.Data.Stable; int day = StoreStation.GetDayCounter();
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st.CraWarnDay = day; st.CraSpiralDay = day + 3;
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Log.Info($"测试:CRA 预兆今天,螺旋第 {st.CraSpiralDay} 天");
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});
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ModHelper.AddDebugFunction(ModInfo.Id, ModInfo.Name, "Give terminal (test)", () => { Items.Give(ModHelper.SpawnItem(Items.Terminal)); });
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ModHelper.AddDebugFunction(ModInfo.Id, ModInfo.Name, "Hardware wallets (test)", () => { Items.Give(Items.NewHwWallet(false)); Items.Give(Items.NewHwWallet(true)); Log.Info("测试:给了一个正品、一个被投毒的硬件钱包"); });
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ModHelper.AddDebugFunction(ModInfo.Id, ModInfo.Name, "Chain drama (test)", () => Log.Guard("链上事件测试", () =>
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{
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// 今天拥堵;当前钱包最近转出过的地址立刻收到相似地址的 0 币转入;报纸和论坛各来一条钓鱼
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var d = Session.Data;
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int day = StoreStation.GetDayCounter();
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d.CongestedFrom = day; d.CongestedUntil = day + 1;
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var last = d.Hot.History.FirstOrDefault(r => !r.In);
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if (last != null) TxRules.Record(d.Hot.History, new TxRecord { Addr = ChainAddress.Lookalike(last.Addr, d.Rng), Asset = Assets.PSC, Amount = 0, Day = day, In = true });
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string fake = ChainAddress.Make(d.Rng.NextUInt());
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News.Show("pd_news_phish_test_" + day, L.T("news.phish.title"), L.T("news.phish.desc", fake), 2);
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d.Black.Forum.Add("phish:" + ChainAddress.Make(d.Rng.NextUInt()));
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Log.Info($"测试:拥堵到第 {d.CongestedUntil} 天;投毒 {(last != null ? last.Addr : "无转出记录")};钓鱼 {fake}");
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}));
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ModHelper.AddDebugFunction(ModInfo.Id, ModInfo.Name, "Dr. Jackson stock (test)", () =>
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{
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EmporiumEntry.Instance.ClearFrontInv();
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EmporiumEntry.Instance.ExpandFrontCounterGrid();
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StoreClientList.PlaceInventorInventory();
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});
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}
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public static void Unsubscribe()
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{
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ModHook.OnPlaceInventorInventoryItemLate -= OnPlace;
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ModHelper.RemoveDebugFunctions(ModInfo.Id);
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}
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private static void OnPlace(List<GameItem> owned)
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{
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if (Session.Data == null || !Unlock.IsUnlocked) return;
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Log.Guard("杰克逊博士上货", () =>
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{
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bool ownsRig = owned != null && owned.Any(i => i.identifier == Items.Rig);
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bool special = AfterhourEvents.IsActive("special_stock");
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var placed = new List<string>();
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foreach (var kind in Dealer.Stock(StoreStation.GetDayCounter(), ownsRig, special, Session.Data.Rng))
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{
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var item = ModHelper.SpawnItem(kind == Dealer.Rig ? Items.Rig : Items.GpuId(kind));
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bool ok = PlayerStore.Instance.TryAddDirectSellingItemToTable(item);
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placed.Add(ok ? $"{kind}#{item.uniqueId}" : kind + "(柜台已满)");
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}
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// 硬件钱包(正品):钱包和手上的硬件钱包加起来还没到上限时,有一定概率上一个
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int wallets = Session.Data.Wallets.Count + (owned?.Count(i => i.identifier == Items.HwWallet) ?? 0);
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if (wallets < Tuning.WalletMax && Session.Data.Rng.Chance(Tuning.WalletJacksonChance))
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{
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var hw = Items.NewHwWallet(false);
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placed.Add(PlayerStore.Instance.TryAddDirectSellingItemToTable(hw) ? $"硬件钱包#{hw.uniqueId}" : "硬件钱包(柜台已满)");
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}
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Log.Info("杰克逊博士上货:" + string.Join(",", placed));
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});
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}
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}
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}
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