diff --git a/scripts/inventory/CommonItem.cs b/scripts/inventory/CommonItem.cs
index 884383d..fbaccfc 100644
--- a/scripts/inventory/CommonItem.cs
+++ b/scripts/inventory/CommonItem.cs
@@ -3,6 +3,7 @@ using Godot;
namespace ColdMint.scripts.inventory;
+/*
///
/// Common goods
/// 普通的物品
@@ -17,4 +18,5 @@ public class CommonItem : IItem
public string? Description { get; set; }
public Action? OnUse { get; set; }
public Func? OnInstantiation { get; set; }
-}
\ No newline at end of file
+}
+*/
\ No newline at end of file
diff --git a/scripts/inventory/IItemContainer.cs b/scripts/inventory/IItemContainer.cs
index 5fb1cc7..1cb88fc 100644
--- a/scripts/inventory/IItemContainer.cs
+++ b/scripts/inventory/IItemContainer.cs
@@ -1,3 +1,7 @@
+using System;
+using System.Collections;
+using System.Collections.Generic;
+
using ColdMint.scripts.item;
using Godot;
@@ -30,6 +34,17 @@ public interface IItemContainer
///
bool AddItem(IItem_New item);
+ ///
+ /// Add an stack of items to this container
+ /// 向当前容器中存入一堆物品
+ ///
+ ///
+ ///
+ /// If the source item stack is empty after the operation is completed
+ /// 操作完成后,源物品堆是否被取空
+ ///
+ bool AddItemStack(IItemStack itemStack);
+
///
/// Gets the selected location
/// 获取选中的位置
@@ -43,14 +58,42 @@ public interface IItemContainer
///
///
ItemSlotNode? GetSelectItemSlotNode();
+
+ ///
+ /// If present, remove an item from the slot at the currently selected location and return it.
+ /// 如果存在,移除当前选中位置的槽位中的一个物品并将其返回
+ ///
+ ///
+ IItem_New? PickItemFromItemSlotBySelectIndex();
+
+ ///
+ /// Remove the specified number of items from the item slot at the currently selected location, and return them as a new item stack
+ /// 取出当前选中位置的物品槽中指定数量的物品,并作为新的物品堆返回
+ ///
+ ///
+ /// Quantity to be taken out, inputs below zero represent all items
+ /// 要取出的数量,小于0的输入代表全部物品
+ ///
+ ///
+ IItemStack? PickItemsFromItemSlotBySelectIndex( int value);
///
/// Removes an item from the inventory at the currently selected location
/// 移除当前选中位置物品栏内的物品
///
- ///
- ///
- bool RemoveItemFromItemSlotBySelectIndex(int number);
+ ///
+ /// Quantity to be removed, inputs below zero represent all items
+ /// 要删除的数量,小于0的输入代表全部物品
+ ///
+ ///
+ /// The remaining number, if the number of items in the current item stack is less than the specified number. Otherwise,0
+ /// 若物品槽内物品少于指定的数量,返回相差的数量。否则返回0
+ ///
+ ///
+ /// Will remove the removed items from the game, if that is not the intent, consider using the
+ /// 会将移除的物品从游戏中删除,如果目的并非如此,请考虑使用
+ ///
+ int RemoveItemFromItemSlotBySelectIndex(int number);
///
/// Gets the number of item slots
@@ -67,25 +110,90 @@ public interface IItemContainer
///
ItemSlotNode? GetItemSlotNode(int index);
+ ///
+ /// If present, remove an item from the slot in the specified location and return it.
+ /// 如果存在,移除指定位置的槽位中的一个物品并将其返回
+ ///
+ ///
+ IItem_New? PickItemFromItemSlot(int itemSlotIndex);
+
+ ///
+ /// Remove the specified number of items from the item slot in the specified location, and return them as a new item stack
+ /// 取出指定位置的物品槽中指定数量的物品,并作为新的物品堆返回
+ ///
+ ///
+ ///
+ /// Quantity to be taken out, inputs below zero represent all items
+ /// 要取出的数量,小于0的输入代表全部物品
+ ///
+ ///
+ IItemStack? PickItemsFromItemSlot(int itemSlotIndex, int value);
+
///
/// Removes an item from the item slot in the specified location
/// 在指定位置的物品槽内移除物品
///
///
- ///
- ///
- bool RemoveItemFromItemSlot(int itemSlotIndex, int number);
+ ///
+ /// Quantity to be removed, inputs below zero represent all items
+ /// 要删除的数量,小于0的输入代表全部物品
+ ///
+ ///
+ /// The remaining number, if the number of items in the current item stack is less than the specified number. Otherwise,0
+ /// 若物品槽内物品少于指定的数量,返回相差的数量。否则返回0
+ ///
+ ///
+ /// Will remove the removed items from the game, if that is not the intent, consider using the
+ /// 会将移除的物品从游戏中删除,如果目的并非如此,请考虑使用
+ ///
+ int RemoveItemFromItemSlot(int itemSlotIndex, int number);
///
- /// Based on the given item, match the item slots where it can be placed
+ /// Based on the given item, match the item slots where it can be added to
/// 根据给定的物品,匹配可放置它的物品槽
///
///
///
- ///Return null if there is no slot to place the item in
- ///若没有槽可放置此物品,则返回null
+ /// Return null if there is no slot to place the item in
+ /// 若没有槽可放置此物品,则返回null
///
- ItemSlotNode? Matching(IItem_New item);
+ ItemSlotNode? Match(IItem_New item);
+
+ ///
+ /// Based on the given item stack, match the item slots where it can be added to
+ /// 根据给定的物品堆,匹配可放置它的物品槽
+ ///
+ ///
+ ///
+ /// Return null if there is no slot to add the item slot in
+ /// 若没有槽可放置此物品堆,则返回null
+ ///
+ ItemSlotNode? Match(IItemStack stack);
+
+ ///
+ /// Match the first item slot that has item stack that satisfies the predicate
+ /// 匹配首个拥有满足指定条件的物品堆的物品槽
+ ///
+ ///
+ ///
+ /// Return null if there is no slot satisfies the predicate
+ /// 若没有满足条件的槽位,返回null
+ ///
+ ///
+ ItemSlotNode? Match(Func predicate);
+
+ ///
+ /// Match all item slots that has item stack that satisfies the predicate
+ /// 匹配所有拥有满足指定条件的物品堆的物品槽
+ ///
+ ///
+ ///
+ /// IEnumerable for the item slot matched to, will be empty if there's no slot satisfies the predicate
+ /// 包含匹配到的槽位的IEnumerable,当没有满足条件的槽位时为空
+ ///
+ ///
+ IEnumerable MatchAll(Func predicate);
+
///
/// AddItemSlot
diff --git a/scripts/inventory/ItemSlotNode.cs b/scripts/inventory/ItemSlotNode.cs
index ea526a6..b129e1c 100644
--- a/scripts/inventory/ItemSlotNode.cs
+++ b/scripts/inventory/ItemSlotNode.cs
@@ -90,13 +90,17 @@ public partial class ItemSlotNode : MarginContainer
/// Removes the specified number of items from the item slot
/// 在物品槽内移除指定数量的物品
///
- ///
+ ///
+ /// Quantity to be removed, inputs below zero represent all items
+ /// 要删除的数量,小于0的输入代表全部物品
+ ///
///
/// The remaining number, if the number of items in the current item stack is less than the specified number. Otherwise,0
/// 若物品槽内物品少于指定的数量,返回相差的数量。否则返回0
///
///
- /// 会将移除的物品从游戏中删除,如果目的并非如此,请考虑使用
+ /// Will remove the removed items from the game, if that is not the intent, consider using the
+ /// 会将移除的物品从游戏中删除,如果目的并非如此,请考虑使用
///
public int RemoveItem(int number)
{
@@ -200,16 +204,16 @@ public partial class ItemSlotNode : MarginContainer
/// 尝试将一个物品堆合并至该槽位中
///
///
- /// Number of items remaining in the source item pile after the operation is completed
- /// 操作完成后,源物品堆中剩余的物品数
+ /// If the source item stack is empty after the operation is completed
+ /// 操作完成后,源物品堆是否被取空
///
- public int AddItemStack(IItemStack itemStack)
+ public bool AddItemStack(IItemStack itemStack)
{
- int result;
+ bool result;
if (_itemStack is null)
{
_itemStack = itemStack;
- result = 0;
+ result = false;
}
else
{
diff --git a/scripts/inventory/UniversalItemContainer.cs b/scripts/inventory/UniversalItemContainer.cs
index 538b695..975f837 100644
--- a/scripts/inventory/UniversalItemContainer.cs
+++ b/scripts/inventory/UniversalItemContainer.cs
@@ -1,6 +1,11 @@
-using System.Collections.Generic;
+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;
@@ -30,20 +35,34 @@ public class UniversalItemContainer : IItemContainer
//_selectIndex默认为0.
private int _selectIndex;
- public bool CanAddItem(IItem item)
+ public bool CanAddItem(IItem_New item)
{
- return Matching(item) != null;
+ return Match(item) != null;
}
- public bool AddItem(IItem item)
+ public bool AddItem(IItem_New item)
{
- var itemSlotNode = Matching(item);
+ var itemSlotNode = Match(item);
if (itemSlotNode == null)
{
return false;
}
- return itemSlotNode.SetItem(item);
+ 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()
@@ -68,10 +87,11 @@ public class UniversalItemContainer : IItemContainer
return null;
}
- public bool RemoveItemFromItemSlotBySelectIndex(int number)
- {
- return RemoveItemFromItemSlot(_selectIndex, number);
- }
+ 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()
{
@@ -94,42 +114,65 @@ public class UniversalItemContainer : IItemContainer
return _itemSlotNodes[safeIndex];
}
- public bool RemoveItemFromItemSlot(int itemSlotIndex, int number)
+ public IItem_New? PickItemFromItemSlot(int itemSlotIndex)
{
- if (_itemSlotNodes == null)
- {
- return false;
- }
-
+ if (_itemSlotNodes == null) return null;
var safeIndex = GetSafeIndex(itemSlotIndex);
if (safeIndex == UnknownIndex)
{
- return false;
+ 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? Matching(IItem item)
+ public ItemSlotNode? Match(IItem_New item)
{
- if (_itemSlotNodes == null || _itemSlotNodes.Count == 0)
- {
- return null;
- }
+ //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)
+ {
+ throw new NotImplementedException();
+ }
- foreach (var itemSlotNode in _itemSlotNodes)
- {
- if (itemSlotNode.CanSetItem(item))
- {
- //If there is an item slot to put this item in, then we return it.
- //如果有物品槽可放置此物品,那么我们返回它。
- return itemSlotNode;
- }
- }
+ public ItemSlotNode? Match(Func predicate)
+ {
+ throw new NotImplementedException();
+ }
- return null;
+ public IEnumerable MatchAll(Func predicate)
+ {
+ throw new NotImplementedException();
}
@@ -139,8 +182,8 @@ public class UniversalItemContainer : IItemContainer
///
///
///
- ///-1 is returned on failure, and the index that does not result in an out-of-bounds subscript is returned on success
- ///失败返回-1,成功返回不会导致下标越界的索引
+ /// -1 is returned on failure, and the index that does not result in an out-of-bounds subscript is returned on success
+ /// 失败返回-1,成功返回不会导致下标越界的索引
///
private int GetSafeIndex(int itemSlotIndex)
{
diff --git a/scripts/item/IItemStack.cs b/scripts/item/IItemStack.cs
index 1ebfba7..8507679 100644
--- a/scripts/item/IItemStack.cs
+++ b/scripts/item/IItemStack.cs
@@ -70,9 +70,9 @@ public interface IItemStack
/// 被移入当前堆的物品堆
///
///
- /// 操作结束后原物品堆中剩余的物品数
+ /// 操作结束后原物品堆是否为空
///
- public int TakeFrom(IItemStack itemStack);
+ public bool TakeFrom(IItemStack itemStack);
///
/// Get item instance at the top of current stack without removing it from stack
@@ -112,10 +112,13 @@ public interface IItemStack
///
///
/// 在当前物品堆移除指定数量的物品,被移除的物品应当从游戏中移除。
- /// 如果您不想将它们从游戏中移除,请考虑: 、
+ /// 如果您并不打算将它们从游戏中移除,请考虑使用 和
///
///
- ///
+ ///
+ /// Quantity to be removed, inputs below zero represent all items
+ /// 要删除的数量,小于0的输入代表全部物品
+ ///
///
/// The remaining number, if the number of items in the current item stack is less than the specified number. Otherwise,0
/// 若物品槽内物品少于指定的数量,返回相差的数量。否则返回0