using System; using System.Collections.Generic; using ColdMint.scripts.item; using ColdMint.scripts.item.itemStacks; using Godot; namespace ColdMint.scripts.inventory; /// <summary> /// <para>item container</para> /// <para>物品容器</para> /// </summary> /// <remarks> ///<para>Item containers can store items. Things like backpacks and Hotbars are containers with visual pages.</para> ///<para>物品容器可以储存物品。像背包和hotbar是具有可视化页面的容器。</para> /// </remarks> public interface IItemContainer : IEnumerable<ItemSlotNode> { /// <summary> /// <para>Can the specified item be added to the container?</para> /// <para>指定的物品是否可添加到容器内?</para> /// </summary> /// <param name="item"></param> /// <returns></returns> bool CanAddItem(IItem item); /// <summary> /// <para>Implement methods for adding items</para> /// <para>实现添加物品的方法</para> /// </summary> /// <param name="item"></param> /// <returns></returns> bool AddItem(IItem item); /// <summary> /// <para>Determines the number of items that can be received from the specified pile</para> /// <para>判断能从指定物品堆中接收的物品数量</para> /// </summary> /// <param name="itemStack"> /// <para>Item stack to add to the current container</para> /// <para>向该容器中放入物品的物品堆</para> /// </param> /// <returns></returns> int CanAddItemStack(IItemStack itemStack); /// <summary> /// <para>Add an stack of items to this container</para> /// <para>向当前容器中存入一堆物品</para> /// </summary> /// <param name="itemStack"></param> /// <returns> /// <para>If the source item stack is empty after the operation is completed</para> /// <para>操作完成后,源物品堆是否被取空</para> /// </returns> bool AddItemStack(IItemStack itemStack); /// <summary> /// <para>Gets the selected location</para> /// <para>获取选中的位置</para> /// </summary> /// <returns></returns> int GetSelectIndex(); /// <summary> /// <para>Gets the currently selected node</para> /// <para>获取当前选中的节点</para> /// </summary> /// <returns></returns> ItemSlotNode? GetSelectItemSlotNode(); /// <summary> /// <para>If present, remove an item from the slot at the currently selected location and return it.</para> /// <para>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</para> /// </summary> /// <seealso cref="PickItemFromItemSlot"/><seealso cref="PickItemsFromItemSlotBySelectIndex"/> IItem? PickItemFromItemSlotBySelectIndex(); /// <summary> /// <para>Remove the specified number of items from the item slot at the currently selected location, and return them as a new item stack</para> /// <para>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</para> /// </summary> /// <param name="value"> /// <para>Quantity to be taken out, inputs below zero represent all items</para> /// <para>要取出的数量,小于0的输入代表全部物品</para> /// </param> /// <seealso cref="PickItemsFromItemSlot"/><seealso cref="PickItemFromItemSlotBySelectIndex"/> IItemStack? PickItemsFromItemSlotBySelectIndex(int value); /// <summary> /// <para>Removes an item from the inventory at the currently selected location</para> /// <para>移除当前选中位置物品栏内的物品</para> /// </summary> /// <param name="number"> /// <para>Quantity to be removed, inputs below zero represent all items</para> /// <para>要删除的数量,小于0的输入代表全部物品</para> /// </param> /// <returns> /// <para>The remaining number, if the number of items in the current item stack is less than the specified number. Otherwise,0</para> /// <para>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</para> /// </returns> /// <remarks> /// <para>Will remove the removed items from the game, if that is not the intent, consider using the <see cref="PickItemsFromItemSlotBySelectIndex"/></para> /// <para>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<see cref="PickItemsFromItemSlotBySelectIndex"/></para> /// </remarks> int RemoveItemFromItemSlotBySelectIndex(int number); /// <summary> /// <para>Gets the number of item slots</para> /// <para>获取物品槽的数量</para> /// </summary> /// <returns></returns> int GetItemSlotCount(); /// <summary> /// <para>Gets the item slot for the specified location</para> /// <para>获取指定位置的物品槽</para> /// </summary> /// <param name="index"></param> /// <returns></returns> ItemSlotNode? GetItemSlotNode(int index); /// <summary> /// <para>Gets the item slot for the specified location, equals to <see cref="GetItemSlotNode"/></para> /// <para>获取指定位置的物品槽,等同于<see cref="GetItemSlotNode"/></para> /// </summary> /// <param name="index"></param> /// <returns></returns> ItemSlotNode? this[int index] => GetItemSlotNode(index); /// <summary> /// <para>If present, remove an item from the slot in the specified location and return it.</para> /// <para>如果存在,移除指定位置的槽位中的一个物品并将其返回</para> /// </summary> /// <seealso cref="PickItemsFromItemSlot"/> IItem? PickItemFromItemSlot(int itemSlotIndex); /// <summary> /// <para>Remove the specified number of items from the item slot in the specified location, and return them as a new item stack</para> /// <para>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</para> /// </summary> /// <param name="itemSlotIndex"></param> /// <param name="value"> /// <para>Quantity to be taken out, inputs below zero represent all items</para> /// <para>要取出的数量,小于0的输入代表全部物品</para> /// </param> /// <seealso cref="PickItemFromItemSlot"/> IItemStack? PickItemsFromItemSlot(int itemSlotIndex, int value); /// <summary> /// <para>Removes an item from the item slot in the specified location</para> /// <para>在指定位置的物品槽内移除物品</para> /// </summary> /// <param name="itemSlotIndex"></param> /// <param name="number"> /// <para>Quantity to be removed, inputs below zero represent all items</para> /// <para>要删除的数量,小于0的输入代表全部物品</para> /// </param> /// <returns> /// <para>The remaining number, if the number of items in the current item stack is less than the specified number. Otherwise,0</para> /// <para>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</para> /// </returns> /// <remarks> /// <para>Will remove the removed items from the game, if that is not the intent, consider using the <see cref="PickItemsFromItemSlot"/></para> /// <para>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<see cref="PickItemsFromItemSlot"/></para> /// </remarks> int RemoveItemFromItemSlot(int itemSlotIndex, int number); /// <summary> /// <para>Based on the given item, match the item slots where it can be added to </para> /// <para>根据给定的物品,匹配可放置它的物品槽</para> /// </summary> /// <param name="item"></param> /// <returns> /// <para>Return null if there is no slot to place the item in</para> /// <para>若没有槽可放置此物品,则返回null</para> /// </returns> ItemSlotNode? Match(IItem item); /// <summary> /// <para>Based on the given item stack, match the item slots where it can be added to</para> /// <para>根据给定的物品堆,匹配可放置它的物品槽</para> /// </summary> /// <param name="stack"></param> /// <returns> /// <para>Return null if there is no slot to add the item slot in</para> /// <para>若没有槽可放置此物品堆,则返回null</para> /// </returns> ItemSlotNode? Match(IItemStack stack); /// <summary> /// <para>Match the first item slot that satisfies the predicate</para> /// <para>匹配首个拥有满足指定条件的物品槽</para> /// </summary> /// <param name="predicate"></param> /// <returns> /// <para>Return null if there is no slot satisfies the predicate</para> /// <para>若没有满足条件的槽位,返回null</para> /// </returns> /// <seealso cref="MatchAll"/> ItemSlotNode? Match(Func<ItemSlotNode, bool> predicate); /// <summary> /// <para>Match all item slots that satisfies the predicate</para> /// <para>匹配所有拥有满足指定条件的物品槽</para> /// </summary> /// <param name="predicate"></param> /// <returns> /// <para>IEnumerable for the item slot matched to, will be empty if there's no slot satisfies the predicate</para> /// <para>包含匹配到的槽位的IEnumerable,当没有满足条件的槽位时为空</para> /// </returns> /// <seealso cref="Match(Func{IItemStack?,bool})"/> IEnumerable<ItemSlotNode> MatchAll(Func<ItemSlotNode, bool> predicate); /// <summary> /// <para>AddItemSlot</para> /// <para>添加物品槽</para> /// </summary> /// <param name="rootNode"></param> void AddItemSlot(Node rootNode); /// <summary> /// <para>SelectTheNextItemSlot</para> /// <para>选择下一个物品槽</para> /// </summary> void SelectTheNextItemSlot(); /// <summary> /// <para>SelectThePreviousItemSlot</para> /// <para>选择上一个物品槽</para> /// </summary> void SelectThePreviousItemSlot(); /// <summary> /// <para>选择物品槽</para> /// <para>SelectItemSlot</para> /// </summary> /// <param name="newSelectIndex"></param> void SelectItemSlot(int newSelectIndex); }