using System;
using Godot;
namespace ColdMint.scripts.item.itemStacks;
///
/// ItemStack for item. Can add items into pack by stack them to this stack.
/// 用于物品的堆栈。可以将物品堆叠到此堆栈中,从而将物品添加到背包中。
///
///
public class PacksackStack(Packsack packsack) : IItemStack
{
public int MaxQuantity => 1;
public int Quantity => 1;
public bool Empty { get; private set; }
public Texture2D Icon => packsack.Icon;
public string Name => packsack.Name;
public string? Description => packsack.Description;
//todo: 只拒绝是背包的物品是权宜之计,应该为物品加入一个“是否可以放入背包”的属性来实现这个判断。
public bool CanAddItem(IItem item)
{
if (item is Packsack) return false;
return packsack.ItemContainer?.CanAddItem(item) ?? false;
}
public bool AddItem(IItem item)
{
if (item is Packsack) return false;
return packsack.ItemContainer?.AddItem(item) ?? false;
}
public int CanTakeFrom(IItemStack itemStack)
{
if (itemStack.GetItem() is Packsack) return 0;
return packsack.ItemContainer?.CanAddItemStack(itemStack) ?? 0;
}
public bool TakeFrom(IItemStack itemStack)
{
if (itemStack.GetItem() is Packsack) return false;
return packsack.ItemContainer?.AddItemStack(itemStack) ?? false;
}
public IItem? GetItem()
{
return Empty ? packsack : null;
}
public IItem? PickItem()
{
if (Empty) return null;
Empty = true;
return packsack;
}
public IItemStack? PickItems(int value)
{
if (Empty || value == 0) return null;
Empty = true;
return new PacksackStack(packsack);
}
public int RemoveItem(int number)
{
if (Empty || number == 0) return number;
Empty = true;
packsack.Destroy();
return Math.Max(0, number - 1);
}
public void ClearStack()
{
if (Empty) return;
packsack.Destroy();
Empty = true;
}
}