Traveller/scripts/item/ItemTypeManager.cs

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using System.Collections.Generic;
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using ColdMint.scripts.debug;
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using ColdMint.scripts.utils;
using Godot;
using YamlDotNet.Serialization;
using YamlDotNet.Serialization.NamingConventions;
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namespace ColdMint.scripts.item;
/// <summary>
/// <para>Item manager</para>
/// <para>物品管理器</para>
/// </summary>
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public static class ItemTypeManager
{
//用于yaml反序列化
//Use for yaml deserialization
private record struct ItemTypeInfo(string Id, string ScenePath, string IconPath, int MaxStackValue) { }
/// <summary>
/// <para>Register items from yaml file</para>
/// <para>从文件注册物品</para>
/// </summary>
public static void RegisterFromFile()
{
LogCat.Log("start_item_register_from_file");
// 初始化yaml反序列化器
// initialize yaml deserializer
var deserializer = new DeserializerBuilder()
.WithNamingConvention(UnderscoredNamingConvention.Instance) // convent snake_case
.Build();
//初始化文件目录
//initialize file dir
var itemRegsDirPath = "res://data/itemRegs/";
var itemRegsDir = DirAccess.Open(itemRegsDirPath);
if (DirAccess.GetOpenError() is not Error.Ok)
{
LogCat.LogError("error_when_open_item_regs_dir");
}
//遍历目录,找到要注册的文件
//traverse the dir, find files to register
foreach (var file in itemRegsDir.GetFiles())
{
if (file is null) continue;
LogCat.LogWithFormat("item_register_from_file", file);
//读取文件解析为类型为info的IEnumerable
//read file, parse to an IEnumerable of type infos
var yamlFile = FileAccess.Open($"{itemRegsDirPath}/{file}", FileAccess.ModeFlags.Read);
var yamlString = yamlFile.GetAsText();
var typeInfos = deserializer.Deserialize<IEnumerable<ItemTypeInfo>>(yamlString);
yamlFile.Close();
//遍历类型信息并注册它们。
//traverse type infos and register them.
foreach (var typeInfo in typeInfos)
{
LogCat.LogWithFormat("item_register_find_item_in_file", typeInfo.Id);
var scene = ResourceLoader.Load<PackedScene>(typeInfo.ScenePath);
var icon = ResourceLoader.Load<Texture2D>(typeInfo.IconPath);
var itemType = new ItemType(typeInfo.Id,
() => NodeUtils.InstantiatePackedScene<Packsack>(scene),
icon, typeInfo.MaxStackValue);
Register(itemType);
}
}
}
/// <summary>
/// <para>Register items here</para>
/// <para>在这里注册物品</para>
/// </summary>
public static void StaticRegister() { }
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private static Dictionary<string, ItemType> Registry { get; } = [];
private static Texture2D DefaultTexture { get; } = new PlaceholderTexture2D();
/// <summary>
/// <para>Register an item type.</para>
/// <para>Return false if the item id already exist.</para>
/// <para>注册一个物品类型</para>
/// <para>如果项目id已经存在则返回false。</para>
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/// </summary>
/// <returns><para>Whether the registration was successful.</para>
/// <para>注册是否成功。</para>
/// </returns>
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public static bool Register(ItemType itemType) => Registry.TryAdd(itemType.Id, itemType);
/// <summary>
/// <para>Creates a new instance of the item registered to the given id.</para>
/// <para>创建给定物品id的新物品实例</para>
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/// </summary>
/// <returns>
/// <para>Returns null when the id is not registered.</para>
/// <para>当物品id没有注册时返回null</para>
/// </returns>
public static IItem? NewItem(string id) =>
Registry.TryGetValue(id, out var itemType) ? itemType.NewItemFunc() : null;
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/// <summary>
/// <para>Get the translated default name of the item type for the given id</para>
/// <para>获取指定物品id翻译后的物品名</para>
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/// </summary>
/// <returns>
/// Translated default name of the item id if it exists. Else, return the id itself
/// </returns>
public static string DefaultNameOf(string id) => TranslationServerUtils.Translate($"item_{id}") ?? id;
/// <summary>
/// <para>Get the translated default description of the item type for the given id</para>
/// <para>获取指定物品id翻译后的描述</para>
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/// </summary>
/// <returns>
/// Translated default description of the item id if it exists. Else, return null
/// </returns>
public static string? DefaultDescriptionOf(string id) => TranslationServerUtils.Translate($"item_{id}_desc");
/// <summary>
/// <para>Get the default icon of the item type for the given id</para>
/// <para>获取指定物品id的默认图标</para>
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/// </summary>
/// <returns>
/// <para>Default icon of the item id if it exists. Else, return a <see cref="PlaceholderTexture2D"/></para>
/// <para>当前物品id的默认图标若无则返回一个<see cref="PlaceholderTexture2D"/></para>
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/// </returns>
public static Texture2D DefaultIconOf(string id) =>
Registry.TryGetValue(id, out var itemType)
? itemType.Icon ?? DefaultTexture
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: DefaultTexture;
/// <summary>
/// <para>Gets the maximum number of stacks for an item</para>
/// <para>获取某个物品的最大堆叠数量</para>
/// </summary>
/// <param name="id">
///<para>id</para>
///<para>物品ID</para>
/// </param>
/// <returns></returns>
public static int MaxStackQuantityOf(string id) =>
Registry.TryGetValue(id, out var itemType) ? itemType.MaxStackQuantity : 0;
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}