using System; using System.Collections; using System.Collections.Generic; using System.Linq; using ColdMint.scripts.character; using ColdMint.scripts.debug; using ColdMint.scripts.item; using ColdMint.scripts.item.itemStacks; using ColdMint.scripts.utils; using Godot; using JetBrains.Annotations; namespace ColdMint.scripts.inventory; /// /// UniversalItemContainer /// 通用的物品容器 /// public class UniversalItemContainer : IItemContainer { private readonly PackedScene? _itemSlotPackedScene = GD.Load("res://prefab/ui/ItemSlot.tscn"); private readonly List? _itemSlotNodes = new(); /// /// Character /// 角色 /// public CharacterTemplate? CharacterTemplate { get; set; } /// /// UnknownIndex /// 未知位置 /// private const int UnknownIndex = -1; //_selectIndex默认为0. private int _selectIndex; public bool CanAddItem(IItem item) { return Match(item) != null; } public bool AddItem(IItem item) { var itemSlotNode = Match(item); if (itemSlotNode == null) { return false; } 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() { return _selectIndex; } public ItemSlotNode? GetSelectItemSlotNode() { if (_itemSlotNodes == null || _itemSlotNodes.Count == 0) { return null; } if (_selectIndex < _itemSlotNodes.Count) { //Prevent subscripts from going out of bounds. //防止下标越界。 return _itemSlotNodes[_selectIndex]; } return null; } public IItem? PickItemFromItemSlotBySelectIndex() => PickItemFromItemSlot(_selectIndex); public IItemStack? PickItemsFromItemSlotBySelectIndex(int value) => PickItemsFromItemSlot(_selectIndex, value); public int RemoveItemFromItemSlotBySelectIndex(int number) => RemoveItemFromItemSlot(_selectIndex, number); public int GetItemSlotCount() { if (_itemSlotNodes == null) { return 0; } return _itemSlotNodes.Count; } public ItemSlotNode? GetItemSlotNode(int index) { if (_itemSlotNodes == null) { return null; } var safeIndex = GetSafeIndex(index); return _itemSlotNodes[safeIndex]; } public IItem? PickItemFromItemSlot(int itemSlotIndex) { if (_itemSlotNodes == null) return null; var safeIndex = GetSafeIndex(itemSlotIndex); if (safeIndex == UnknownIndex) { 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? Match(IItem item) { //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) { return _itemSlotNodes?.FirstOrDefault(itemSlotNode => itemSlotNode.CanAddItem(stack.GetItem()!)); } public ItemSlotNode? Match(Func predicate) { return _itemSlotNodes?.FirstOrDefault(node => predicate(node.GetItemStack())); } public IEnumerable MatchAll(Func predicate) { return from node in _itemSlotNodes where predicate(node.GetItemStack()) select node; } /// /// Gets a secure subscript index /// 获取安全的下标索引 /// /// /// /// -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) { if (_itemSlotNodes == null) { return UnknownIndex; } var count = _itemSlotNodes.Count; if (count == 0) { //Prevents the dividend from being 0 //防止被除数为0 return UnknownIndex; } return itemSlotIndex % count; } /// /// Add items tank /// 添加物品槽 /// public void AddItemSlot(Node rootNode, int index) { if (_itemSlotNodes == null || _itemSlotPackedScene == null) { return; } var itemSlotNode = NodeUtils.InstantiatePackedScene(_itemSlotPackedScene, rootNode); if (itemSlotNode == null) { return; } itemSlotNode.IsSelect = index == _selectIndex; _itemSlotNodes.Add(itemSlotNode); } public void SelectTheNextItemSlot() { if (_itemSlotNodes == null) { return; } var count = _itemSlotNodes.Count; if (count == 0) { return; } var oldSelectIndex = _selectIndex; var newSelectIndex = _selectIndex + 1; if (newSelectIndex >= count) { newSelectIndex = 0; } PrivateSelectItemSlot(oldSelectIndex, newSelectIndex); } public void SelectThePreviousItemSlot() { if (_itemSlotNodes == null) { return; } var count = _itemSlotNodes.Count; if (count == 0) { return; } var oldSelectIndex = _selectIndex; var newSelectIndex = _selectIndex - 1; if (newSelectIndex < 0) { newSelectIndex = count - 1; } PrivateSelectItemSlot(oldSelectIndex, newSelectIndex); } public void SelectItemSlot(int newSelectIndex) { if (newSelectIndex == _selectIndex) { return; } var safeIndex = GetSafeIndex(newSelectIndex); if (safeIndex == UnknownIndex) { return; } PrivateSelectItemSlot(_selectIndex, newSelectIndex); } /// /// Select an item slot /// 选中某个物品槽 /// private void PrivateSelectItemSlot(int oldSelectIndex, int newSelectIndex) { if (oldSelectIndex == newSelectIndex) { return; } if (_itemSlotNodes == null) { return; } _itemSlotNodes[oldSelectIndex].IsSelect = false; _itemSlotNodes[newSelectIndex].IsSelect = true; var oldItem = _itemSlotNodes[oldSelectIndex].GetItem(); if (oldItem is Node2D oldNode2D) { oldNode2D.ProcessMode = Node.ProcessModeEnum.Disabled; oldNode2D.Hide(); } var item = _itemSlotNodes[newSelectIndex].GetItem(); switch (item) { case null: { if (CharacterTemplate != null) { CharacterTemplate.CurrentItem = null; } break; } case Node2D node2D: { node2D.ProcessMode = Node.ProcessModeEnum.Inherit; node2D.Show(); if (CharacterTemplate != null) { CharacterTemplate.CurrentItem = node2D; } break; } default: { if (CharacterTemplate != null) { CharacterTemplate.CurrentItem = null; } break; } } _selectIndex = newSelectIndex; } [MustDisposeResource] public IEnumerator GetEnumerator() { return _itemSlotNodes?.GetEnumerator() ?? Enumerable.Empty().GetEnumerator(); } [MustDisposeResource] IEnumerator IEnumerable.GetEnumerator() { return GetEnumerator(); } }