using System;
using System.Collections;
using System.Collections.Generic;
using ColdMint.scripts.item;
using Godot;
namespace ColdMint.scripts.inventory;
///
/// item container
/// 物品容器
///
///
///Item containers can store items. Things like backpacks and Hotbars are containers with visual pages.
///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。
///
public interface IItemContainer
{
///
/// Can the specified item be added to the container?
/// 指定的物品是否可添加到容器内?
///
///
///
bool CanAddItem(IItem item);
///
/// Implement methods for adding items
/// 实现添加物品的方法
///
///
///
bool AddItem(IItem 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
///
///
int GetSelectIndex();
///
/// Gets the currently selected node
/// 获取当前选中的节点
///
///
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? 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
///
///
/// 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
/// 获取物品槽的数量
///
///
int GetItemSlotCount();
///
/// Gets the item slot for the specified location
/// 获取指定位置的物品槽
///
///
///
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? 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
///
///
///
/// 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 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
///
ItemSlotNode? Match(IItem 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
/// 添加物品槽
///
///
///
void AddItemSlot(Node rootNode, int index);
///
/// SelectTheNextItemSlot
/// 选择下一个物品槽
///
void SelectTheNextItemSlot();
///
/// SelectThePreviousItemSlot
/// 选择上一个物品槽
///
void SelectThePreviousItemSlot();
///
/// 选择物品槽
/// SelectItemSlot
///
///
void SelectItemSlot(int newSelectIndex);
}