Traveller/scripts/inventory/UniversalItemContainer.cs

350 lines
8.8 KiB
C#
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using System;
using System.Collections.Generic;
using System.Linq;
using ColdMint.scripts.character;
using ColdMint.scripts.item;
using ColdMint.scripts.utils;
using Godot;
namespace ColdMint.scripts.inventory;
/// <summary>
/// <para>UniversalItemContainer</para>
/// <para>通用的物品容器</para>
/// </summary>
public class UniversalItemContainer : IItemContainer
{
private readonly PackedScene? _itemSlotPackedScene = GD.Load<PackedScene>("res://prefab/ui/ItemSlot.tscn");
private readonly List<ItemSlotNode>? _itemSlotNodes = new();
/// <summary>
/// <para>Character</para>
/// <para>角色</para>
/// </summary>
public CharacterTemplate? CharacterTemplate { get; set; }
/// <summary>
/// <para>UnknownIndex</para>
/// <para>未知位置</para>
/// </summary>
private const int UnknownIndex = -1;
//_selectIndex默认为0.
private int _selectIndex;
public bool CanAddItem(IItem_New item)
{
return Match(item) != null;
}
public bool AddItem(IItem_New item)
{
var itemSlotNode = Match(item);
if (itemSlotNode == null)
{
return false;
}
return itemSlotNode.AddItem(item);
}
public bool AddItemStack(IItemStack itemStack)
{
while (true)
{
var itemSlotNode = Match(itemStack);
if (itemSlotNode == null)
return false;
if (itemSlotNode.AddItemStack(itemStack))
return true;
}
}
public int GetSelectIndex()
{
return _selectIndex;
}
public ItemSlotNode? GetSelectItemSlotNode()
{
if (_itemSlotNodes == null || _itemSlotNodes.Count == 0)
{
return null;
}
if (_selectIndex < _itemSlotNodes.Count)
{
//Prevent subscripts from going out of bounds.
//防止下标越界。
return _itemSlotNodes[_selectIndex];
}
return null;
}
public IItem_New? PickItemFromItemSlotBySelectIndex() => PickItemFromItemSlot(_selectIndex);
public IItemStack? PickItemsFromItemSlotBySelectIndex(int value) => PickItemsFromItemSlot(_selectIndex, value);
public int RemoveItemFromItemSlotBySelectIndex(int number) => RemoveItemFromItemSlot(_selectIndex, number);
public int GetItemSlotCount()
{
if (_itemSlotNodes == null)
{
return 0;
}
return _itemSlotNodes.Count;
}
public ItemSlotNode? GetItemSlotNode(int index)
{
if (_itemSlotNodes == null)
{
return null;
}
var safeIndex = GetSafeIndex(index);
return _itemSlotNodes[safeIndex];
}
public IItem_New? PickItemFromItemSlot(int itemSlotIndex)
{
if (_itemSlotNodes == null) return null;
var safeIndex = GetSafeIndex(itemSlotIndex);
if (safeIndex == UnknownIndex)
{
return null;
}
var itemSlot = _itemSlotNodes[safeIndex];
return itemSlot.PickItem();
}
public IItemStack? PickItemsFromItemSlot(int itemSlotIndex, int value)
{
if (_itemSlotNodes == null) return null;
var safeIndex = GetSafeIndex(itemSlotIndex);
if (safeIndex == UnknownIndex)
{
return null;
}
var itemSlot = _itemSlotNodes[safeIndex];
return itemSlot.PickItems(value);
}
public int RemoveItemFromItemSlot(int itemSlotIndex, int number)
{
if (_itemSlotNodes == null) return number;
var safeIndex = GetSafeIndex(itemSlotIndex);
if (safeIndex == UnknownIndex)
{
return number;
}
var itemSlot = _itemSlotNodes[safeIndex];
return itemSlot.RemoveItem(number);
}
public ItemSlotNode? Match(IItem_New item)
{
//Find and return the first slot that can hold this item, if the list is null or not found, return null
//寻找并返回第一个遇到的可放置此物品的物品槽若列表为空或不存在将返回null
return _itemSlotNodes?.FirstOrDefault(itemSlotNode => itemSlotNode.CanAddItem(item));
}
public ItemSlotNode? Match(IItemStack stack)
{
return _itemSlotNodes?.FirstOrDefault(itemSlotNode => itemSlotNode.CanAddItem(stack.GetItem()!));
}
public ItemSlotNode? Match(Func<IItemStack?, bool> predicate)
{
return _itemSlotNodes?.FirstOrDefault(node => predicate(node.GetItemStack()));
}
public IEnumerable<ItemSlotNode> MatchAll(Func<IItemStack?, bool> predicate)
{
return from node in _itemSlotNodes where predicate(node.GetItemStack()) select node;
}
/// <summary>
/// <para>Gets a secure subscript index</para>
/// <para>获取安全的下标索引</para>
/// </summary>
/// <param name="itemSlotIndex"></param>
/// <returns>
/// <para>-1 is returned on failure, and the index that does not result in an out-of-bounds subscript is returned on success</para>
/// <para>失败返回-1成功返回不会导致下标越界的索引</para>
/// </returns>
private int GetSafeIndex(int itemSlotIndex)
{
if (_itemSlotNodes == null)
{
return UnknownIndex;
}
var count = _itemSlotNodes.Count;
if (count == 0)
{
//Prevents the dividend from being 0
//防止被除数为0
return UnknownIndex;
}
return itemSlotIndex % count;
}
/// <summary>
/// <para>Add items tank</para>
/// <para>添加物品槽</para>
/// </summary>
public void AddItemSlot(Node rootNode, int index)
{
if (_itemSlotNodes == null || _itemSlotPackedScene == null)
{
return;
}
var itemSlotNode = NodeUtils.InstantiatePackedScene<ItemSlotNode>(_itemSlotPackedScene, rootNode);
if (itemSlotNode == null)
{
return;
}
itemSlotNode.IsSelect = index == _selectIndex;
_itemSlotNodes.Add(itemSlotNode);
}
public void SelectTheNextItemSlot()
{
if (_itemSlotNodes == null)
{
return;
}
var count = _itemSlotNodes.Count;
if (count == 0)
{
return;
}
var oldSelectIndex = _selectIndex;
var newSelectIndex = _selectIndex + 1;
if (newSelectIndex >= count)
{
newSelectIndex = 0;
}
PrivateSelectItemSlot(oldSelectIndex, newSelectIndex);
}
public void SelectThePreviousItemSlot()
{
if (_itemSlotNodes == null)
{
return;
}
var count = _itemSlotNodes.Count;
if (count == 0)
{
return;
}
var oldSelectIndex = _selectIndex;
var newSelectIndex = _selectIndex - 1;
if (newSelectIndex < 0)
{
newSelectIndex = count - 1;
}
PrivateSelectItemSlot(oldSelectIndex, newSelectIndex);
}
public void SelectItemSlot(int newSelectIndex)
{
if (newSelectIndex == _selectIndex)
{
return;
}
var safeIndex = GetSafeIndex(newSelectIndex);
if (safeIndex == UnknownIndex)
{
return;
}
PrivateSelectItemSlot(_selectIndex, newSelectIndex);
}
/// <summary>
/// <para>Select an item slot</para>
/// <para>选中某个物品槽</para>
/// </summary>
private void PrivateSelectItemSlot(int oldSelectIndex, int newSelectIndex)
{
if (oldSelectIndex == newSelectIndex)
{
return;
}
if (_itemSlotNodes == null)
{
return;
}
_itemSlotNodes[oldSelectIndex].IsSelect = false;
_itemSlotNodes[newSelectIndex].IsSelect = true;
var oldItem = _itemSlotNodes[oldSelectIndex].GetItem();
if (oldItem is Node2D oldNode2D)
{
oldNode2D.ProcessMode = Node.ProcessModeEnum.Disabled;
oldNode2D.Hide();
}
var item = _itemSlotNodes[newSelectIndex].GetItem();
switch (item)
{
case null:
{
if (CharacterTemplate != null)
{
CharacterTemplate.CurrentItem = null;
}
break;
}
case Node2D node2D:
{
node2D.ProcessMode = Node.ProcessModeEnum.Inherit;
node2D.Show();
if (CharacterTemplate != null)
{
CharacterTemplate.CurrentItem = node2D;
}
break;
}
default:
{
if (CharacterTemplate != null)
{
CharacterTemplate.CurrentItem = null;
}
break;
}
}
_selectIndex = newSelectIndex;
}
}