Add new item interfaces and manager

This commit is contained in:
霧雨烨 2024-06-10 23:08:48 +08:00
parent fcffdf3720
commit 0880feb298
4 changed files with 144 additions and 0 deletions

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using Godot;
namespace ColdMint.scripts.item;
public interface IItemStack
{
/// <summary>
/// <para>ID of items inside current stack</para>
/// </summary>
string Id { get; }
/// <summary>
/// <para>Max number of current stack</para>
/// </summary>
int MaxQuantity { get; }
/// <summary>
/// <para>Quantity of current stack</para>
/// </summary>
int Quantity { get; set; }
/// <summary>
/// <para>Icon of current item</para>
/// </summary>
Texture2D Icon { get; }
/// <summary>
/// <para>Display name of current item</para>
/// </summary>
string Name { get; }
/// <summary>
/// <para>Description of current item, which may show in inventory</para>
/// </summary>
string? Description { get; }
}

24
scripts/item/IItem_New.cs Normal file
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using Godot;
namespace ColdMint.scripts.item;
//Todo: Merge this with IItem (and, then change this ugly name
public interface IItem_New
{
/// <summary>
/// <para>ID of current item</para>
/// </summary>
string Id { get; }
/// <summary>
/// <para>Icon of current item</para>
/// </summary>
Texture2D Icon { get; }
/// <summary>
/// <para>Display name of current item</para>
/// </summary>
string Name { get; }
/// <summary>
/// <para>Description of current item, which may show in inventory</para>
/// </summary>
string? Description { get; }
}

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scripts/item/ItemType.cs Normal file
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using System;
using Godot;
namespace ColdMint.scripts.item;
public readonly struct ItemType
{
/// <summary>
/// <para>Item id of this type</para>
/// </summary>
public string Id { get; init; }
/// <summary>
/// <para>A function returns a new item instance of this type</para>
/// </summary>
public Func<IItem_New> Getter { get; init; }
/// <summary>
/// <para>Default icon of items of this type</para>
/// </summary>
public Texture2D? Texture { get; init; }
/// <summary>
/// <para>Max number in item stack of this type</para>
/// </summary>
public int MaxStackQuantity { get; init; }
}

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using System;
using System.Collections.Generic;
using ColdMint.scripts.utils;
using Godot;
namespace ColdMint.scripts.item;
public static class ItemTypeManager
{
// Register items statically here
static ItemTypeManager() { }
private static Dictionary<string, ItemType> Registry { get; } = [];
private static Texture2D DefaultTexture { get; } = new PlaceholderTexture2D();
/// <summary>
/// Register a item type.
/// Return false if the item id already exist.
/// </summary>
/// <returns>Whether the registration was successful.</returns>
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>Returns null when the id is not registered.</para>
/// </summary>
public static IItem_New? NewItem(string id) =>
Registry.TryGetValue(id, out var itemType) ? itemType.Getter() : null;
/// <summary>
/// Get the translated default name of the item type for the given id
/// </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($"item_{id}") ?? id;
/// <summary>
/// Get the translated default description of the item type for the given id
/// </summary>
/// <returns>
/// Translated default description of the item id if it exists. Else, return null
/// </returns>
public static string? DefaultDescriptionOf(string id) => TranslationServerUtils.Translate($"item_{id}_desc");
/// <summary>
/// Get the default icon of the item type for the given id
/// </summary>
/// <returns>
/// Translated default icon of the item id if it exists. Else, return a placeholder
/// </returns>
public static Texture2D DefaultIconOf(string id) =>
Registry.TryGetValue(id, out var itemType)
? itemType.Texture ?? DefaultTexture
: DefaultTexture;
}