Barotrauma Server
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Barotrauma.Location.StoreInfo Class Reference

Public Member Functions

 StoreInfo (Location location, Identifier identifier)
 Create new StoreInfo.
 
 StoreInfo (Location location, XElement storeElement)
 Load previously saved StoreInfo.
 
List< PurchasedItem > CreateStock ()
 
void AddStock (List< SoldItem > items)
 
void RemoveStock (List< PurchasedItem > items)
 
void GenerateSpecials ()
 
void GeneratePriceModifier ()
 
int GetAdjustedItemBuyPrice (ItemPrefab item, PriceInfo priceInfo=null, bool considerDailySpecials=true)
 
int GetAdjustedItemSellPrice (ItemPrefab item, PriceInfo priceInfo=null, bool considerRequestedGoods=true)
 
void SetMerchantFaction (Identifier factionIdentifier)
 
Identifier GetMerchantOrLocationFactionIdentifier ()
 
float GetReputationModifier (bool buying)
 
override string ToString ()
 

Static Public Member Functions

static PurchasedItem CreateInitialStockItem (ItemPrefab itemPrefab, PriceInfo priceInfo)
 

Properties

Identifier Identifier [get]
 
Identifier MerchantFaction [get]
 
int Balance [get, set]
 
List< PurchasedItem > Stock = new List<PurchasedItem>() [get]
 
List< ItemPrefabDailySpecials = new List<ItemPrefab>() [get]
 
List< ItemPrefabRequestedGoods = new List<ItemPrefab>() [get]
 
int PriceModifier [get, set]
 In percentages. Larger values make buying more expensive and selling less profitable, and vice versa.
 
Location Location [get]
 

Constructor & Destructor Documentation

◆ StoreInfo() [1/2]

Barotrauma.Location.StoreInfo.StoreInfo ( Location location,
Identifier identifier )

Create new StoreInfo.

◆ StoreInfo() [2/2]

Barotrauma.Location.StoreInfo.StoreInfo ( Location location,
XElement storeElement )

Load previously saved StoreInfo.

Member Function Documentation

◆ AddStock()

void Barotrauma.Location.StoreInfo.AddStock ( List< SoldItem > items)

◆ CreateInitialStockItem()

static PurchasedItem Barotrauma.Location.StoreInfo.CreateInitialStockItem ( ItemPrefab itemPrefab,
PriceInfo priceInfo )
static

◆ CreateStock()

List< PurchasedItem > Barotrauma.Location.StoreInfo.CreateStock ( )

◆ GeneratePriceModifier()

void Barotrauma.Location.StoreInfo.GeneratePriceModifier ( )

◆ GenerateSpecials()

void Barotrauma.Location.StoreInfo.GenerateSpecials ( )

◆ GetAdjustedItemBuyPrice()

int Barotrauma.Location.StoreInfo.GetAdjustedItemBuyPrice ( ItemPrefab item,
PriceInfo priceInfo = null,
bool considerDailySpecials = true )
Parameters
priceInfoIf null, item.GetPriceInfo() will be used to get it.

///

Parameters
considerDailySpecialsIf false, the price won't be affected by DailySpecialPriceModifier

◆ GetAdjustedItemSellPrice()

int Barotrauma.Location.StoreInfo.GetAdjustedItemSellPrice ( ItemPrefab item,
PriceInfo priceInfo = null,
bool considerRequestedGoods = true )
Parameters
priceInfoIf null, item.GetPriceInfo() will be used to get it.
considerRequestedGoodsIf false, the price won't be affected by RequestGoodPriceModifier

◆ GetMerchantOrLocationFactionIdentifier()

Identifier Barotrauma.Location.StoreInfo.GetMerchantOrLocationFactionIdentifier ( )

◆ GetReputationModifier()

float Barotrauma.Location.StoreInfo.GetReputationModifier ( bool buying)

◆ RemoveStock()

void Barotrauma.Location.StoreInfo.RemoveStock ( List< PurchasedItem > items)

◆ SetMerchantFaction()

void Barotrauma.Location.StoreInfo.SetMerchantFaction ( Identifier factionIdentifier)

◆ ToString()

override string Barotrauma.Location.StoreInfo.ToString ( )

Property Documentation

◆ Balance

int Barotrauma.Location.StoreInfo.Balance
getset

◆ DailySpecials

List<ItemPrefab> Barotrauma.Location.StoreInfo.DailySpecials = new List<ItemPrefab>()
get

◆ Identifier

Identifier Barotrauma.Location.StoreInfo.Identifier
get

◆ Location

Location Barotrauma.Location.StoreInfo.Location
get

◆ MerchantFaction

Identifier Barotrauma.Location.StoreInfo.MerchantFaction
get

◆ PriceModifier

int Barotrauma.Location.StoreInfo.PriceModifier
getset

In percentages. Larger values make buying more expensive and selling less profitable, and vice versa.

◆ RequestedGoods

List<ItemPrefab> Barotrauma.Location.StoreInfo.RequestedGoods = new List<ItemPrefab>()
get

◆ Stock

List<PurchasedItem> Barotrauma.Location.StoreInfo.Stock = new List<PurchasedItem>()
get

The documentation for this class was generated from the following file: