using System.Collections.Generic;
using ColdMint.scripts.utils;
using Godot;
namespace ColdMint.scripts.item;
///
/// Item manager
/// 物品管理器
///
public static class ItemTypeManager
{
private static Dictionary Registry { get; } = [];
private static Texture2D DefaultTexture { get; } = new PlaceholderTexture2D();
///
/// Register an item type.
/// Return false if the item id already exist.
/// 注册一个物品类型
/// 如果项目id已经存在,则返回false。
///
/// Whether the registration was successful.
/// 注册是否成功。
///
public static bool Register(ItemType itemType) => Registry.TryAdd(itemType.Id, itemType);
///
/// Creates a new instance of the item registered to the given id.
/// 创建给定物品id的新物品实例
///
///
/// Returns null when the id is not registered.
/// 当物品id没有注册时返回null
///
///
public static IItem? NewItem(string id) =>
Registry.TryGetValue(id, out var itemType) ? itemType.NewItemFunc() : null;
///
/// Creates new instances in given amount of the item registered to the given id.
/// 创建给定数量的注册到给定 id 的物品的新实例。
///
///
///
public static IList NewItems(string id, int amount)
{
IList result = [];
for (int i = 0; i < amount; i++)
{
if (NewItem(id) is { } item) result.Add(item);
}
return result;
}
///
/// Creates new instance of the item registered to the given id, and put it into given position in both node tree and 2D space
/// 创建以给定 id 注册的物品的新实例,并将其放到节点树和二维空间中的给定位置
///
///
///
///
/// Position in global coordinate
/// 全局坐标中的位置
///
///
public static IItem? CreateItem(string id, Node? parent = null, Vector2? position = null)
{
var item = NewItem(id);
parent?.CallDeferred(GodotStringNameUtils.AddChild, (item as Node)!);
if (item is not Node2D node) return item;
if (position is { } pos) node.GlobalPosition = pos;
return item;
}
///
/// Creates new instances in given amount of the item registered to the given id, and put them into given position in both node tree and 2D space
/// 创建以给定 id 注册的物品的给定数量的新实例,并将其放到节点树和二维空间中的给定位置
///
///
///
///
///
/// Position in global coordinate
/// 全局坐标中的位置
///
///
public static IList CreateItems(string id, int amount, Node? parent = null, Vector2? position = null)
{
IList result = [];
for (int i = 0; i < amount; i++)
{
if (CreateItem(id, parent, position) is { } item)
result.Add(item);
}
return result;
}
///
/// Get the translated default name of the item type for the given id
/// 获取指定物品id翻译后的物品名
///
///
/// Translated default name of the item id if it exists. Else, return the id itself
///
public static string DefaultNameOf(string id) => TranslationServerUtils.Translate($"item_{id}") ?? id;
///
/// Get the translated default description of the item type for the given id
/// 获取指定物品id翻译后的描述
///
///
/// Translated default description of the item id if it exists. Else, return null
///
public static string? DefaultDescriptionOf(string id) => TranslationServerUtils.Translate($"item_{id}_desc");
///
/// Get the default icon of the item type for the given id
/// 获取指定物品id的默认图标
///
///
/// Default icon of the item id if it exists. Else, return a
/// 当前物品id的默认图标,若无则返回一个
///
public static Texture2D DefaultIconOf(string id) =>
Registry.TryGetValue(id, out var itemType)
? itemType.Icon ?? DefaultTexture
: DefaultTexture;
///
/// Gets the maximum number of stacks for an item
/// 获取某个物品的最大堆叠数量
///
///
///id
///物品ID
///
///
public static int MaxStackQuantityOf(string id) =>
Registry.TryGetValue(id, out var itemType) ? itemType.MaxStackQuantity : 0;
}