Traveller/scripts/item/ItemTypeManager.cs

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using System.Collections.Generic;
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using ColdMint.scripts.utils;
using Godot;
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
{
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>
/// <seealso cref="NewItems"/><seealso cref="CreateItem"/>
public static IItem? NewItem(string id) =>
Registry.TryGetValue(id, out var itemType) ? itemType.NewItemFunc() : null;
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/// <summary>
/// <para>Creates new instances in given amount of the item registered to the given id.</para>
/// <para>创建给定数量的注册到给定 id 的物品的新实例。</para>
/// </summary>
/// <returns></returns>
/// <seealso cref="NewItem"/><seealso cref="CreateItems"/>
public static IList<IItem> NewItems(string id, int amount)
{
IList<IItem> result = [];
for (int i = 0; i < amount; i++)
{
if (NewItem(id) is { } item) result.Add(item);
}
return result;
}
/// <summary>
/// <para>Creates new instance of the item registered to the given id, and put it into given position in both node tree and 2D space</para>
/// <para>创建以给定 id 注册的物品的新实例,并将其放到节点树和二维空间中的给定位置</para>
/// </summary>
/// <param name="id"></param>
/// <param name="parent"></param>
/// <param name="position">
/// <para>Position in global coordinate</para>
/// <para>全局坐标中的位置</para>
/// </param>
/// <seealso cref="NewItem"/><seealso cref="CreateItems"/>
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public static IItem? CreateItem(string id, Node? parent = null, Vector2? position = null)
{
var item = NewItem(id);
parent?.CallDeferred(GodotStringNameUtils.AddChild, (item as Node)!);
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if (item is not Node2D node) return item;
if (position is { } pos) node.GlobalPosition = pos;
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return item;
}
/// <summary>
/// <para>Creates new instances in given amount of the item registered to the given id, and put them into given position in both node tree and 2D space</para>
/// <para>创建以给定 id 注册的物品的给定数量的新实例,并将其放到节点树和二维空间中的给定位置</para>
/// </summary>
/// <param name="id"></param>
/// <param name="amount"></param>
/// <param name="parent"></param>
/// <param name="position">
/// <para>Position in global coordinate</para>
/// <para>全局坐标中的位置</para>
/// </param>
/// <seealso cref="NewItems"/><seealso cref="CreateItem"/>
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public static IList<IItem> CreateItems(string id, int amount, Node? parent = null, Vector2? position = null)
{
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IList<IItem> result = [];
for (int i = 0; i < amount; i++)
{
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if (CreateItem(id, parent, position) is { } item)
result.Add(item);
}
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return result;
}
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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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}