Traveller/scripts/inventory/UniversalItemContainer.cs
Cold-Mint 2d7985010d
Add item types. Item containers now support limiting added item types. Added spell classes for projectile weapons.
加入物品类型,物品容器支持限制添加的物品类型了。加入适用于抛射体武器的法术类。
2024-10-04 10:21:09 +08:00

482 lines
13 KiB
C#
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using System;
using System.Collections.Generic;
using System.Reflection;
using ColdMint.scripts.map.events;
namespace ColdMint.scripts.inventory;
/// <summary>
/// <para>UniversalItemContainer</para>
/// <para>通用的物品容器</para>
/// </summary>
public class UniversalItemContainer(int totalCapacity) : IItemContainer
{
private readonly Dictionary<int, IItem> _itemDictionary = [];
/// <summary>
/// <para>UnknownIndex</para>
/// <para>未知位置</para>
/// </summary>
private const int UnknownIndex = -1;
//_selectIndex defaults to 0.
//_selectIndex默认为0.
private int _selectIndex;
/// <summary>
/// <para>The next available index</para>
/// <para>下个可用的索引</para>
/// </summary>
/// <remarks>
///<para>For example, the variable [1,2,3,5,6] represents 4, or the variable [1,2,3,4,5,6,7] represents 8.</para>
///<para>例如[1,2,3,5,6]这个变量表示4再或者[1,2,3,4,5,6,7]这个变量表示8。</para>
/// </remarks>
private int _nextAvailableIndex;
/// <summary>
/// <para>The type of item that can be added to the item container</para>
/// <para>物品容器允许添加的物品类型</para>
/// </summary>
private readonly HashSet<int> _allowedItemTypes = new();
public Action<SelectedItemChangeEvent>? SelectedItemChangeEvent { get; set; }
public Action<ItemDataChangeEvent>? ItemDataChangeEvent { get; set; }
/// <summary>
/// <para>Allow Item Types Except Placeholder</para>
/// <para>允许添加除占位符以外的所有物品类型</para>
/// </summary>
public void AllowItemTypesExceptPlaceholder()
{
var itemTypeType = typeof(Config.ItemType);
//Get all fields
//获取所有字段
var fields = itemTypeType.GetFields(BindingFlags.Public | BindingFlags.Static);
//Traversal field
//遍历字段
foreach (var field in fields)
{
//Gets the value of the field
//获取字段的值
var value = field.GetValue(null);
if (value == null)
{
continue;
}
var intValue = (int)value;
if (intValue == Config.ItemType.Placeholder)
{
continue;
}
_allowedItemTypes.Add(intValue);
}
}
public void AllowAddingItemByType(int itemType)
{
_allowedItemTypes.Add(itemType);
}
public void DisallowAddingItemByType(int itemType)
{
_allowedItemTypes.Remove(itemType);
}
public bool CanAddItem(IItem item)
{
if (!_allowedItemTypes.Contains(item.ItemType))
{
return false;
}
//If the capacity is not full, directly return to add items
//如果未占满容量,直接返回可添加物品
if (GetUsedCapacity() < totalCapacity)
{
return true;
}
if (item.MaxQuantity == 1)
{
//New items do not support overlay, capacity is full, return cannot add.
//新物品不支持叠加,容量已满,返回不能添加。
return false;
}
//If the capacity is full, we calculate whether we can spread the new items evenly among the existing items.
//如果容量占满了,我们计算是否能将新物品均摊在已有的物品内。
var unallocatedQuantity = item.Quantity;
foreach (var unitItem in _itemDictionary.Values)
{
var number = unitItem.MergeableItemCount(item, unallocatedQuantity);
if (number == 0)
{
continue;
}
unallocatedQuantity -= number;
if (unallocatedQuantity < 1)
{
return true;
}
}
return unallocatedQuantity < 1;
}
private void UpdateSelectStatus(int index, IItem item)
{
item.IsSelect = index == _selectIndex;
}
/// <summary>
/// <para>Update the next available index location</para>
/// <para>更新下个可用的索引位置</para>
/// </summary>
private void UpdateNextAvailableIndex()
{
_nextAvailableIndex = UnknownIndex;
if (totalCapacity <= 0)
{
return;
}
for (var i = 0; i < totalCapacity; i++)
{
var contains = _itemDictionary.ContainsKey(i);
if (!contains)
{
_nextAvailableIndex = i;
return;
}
}
}
public int AddItem(IItem item)
{
if (item.MaxQuantity == 1)
{
if (_nextAvailableIndex == UnknownIndex)
{
return 0;
}
var nextAvailableIndex = _nextAvailableIndex;
_itemDictionary[nextAvailableIndex] = item;
item.Index = nextAvailableIndex;
item.ItemContainer = this;
if (nextAvailableIndex != _selectIndex)
{
item.HideSelf();
}
UpdateNextAvailableIndex();
UpdateSelectStatus(nextAvailableIndex, item);
ItemDataChangeEvent?.Invoke(new ItemDataChangeEvent
{
NewItem = item,
NewIndex = nextAvailableIndex,
Type = Config.ItemDataChangeEventType.QuantityAdded
});
return item.Quantity;
}
//There can be more than one item, try to share equally.
//物品可有多个,尝试均摊。
var originalQuantity = item.Quantity;
var temporarilyQuantity = item.Quantity;
var index = 0;
foreach (var unitItem in _itemDictionary.Values)
{
var number = unitItem.MergeableItemCount(item, temporarilyQuantity);
if (number == 0)
{
continue;
}
temporarilyQuantity -= number;
unitItem.Quantity += number;
ItemDataChangeEvent?.Invoke(new ItemDataChangeEvent
{
NewItem = unitItem,
NewIndex = index,
Type = Config.ItemDataChangeEventType.QuantityAdded
});
if (item.Quantity < 1)
{
//New items are fully shared.
//新物品完全被均摊。
item.HideSelf();
return originalQuantity;
}
index++;
}
//New items have some left over.
//新物品有一些剩余。
if (GetUsedCapacity() >= totalCapacity)
{
//The capacity is full. The remaining capacity cannot be stored.
//容量已满,无法存放剩余。
return originalQuantity - temporarilyQuantity;
}
//Add the rest to the container.
//添加剩余到容器内。
if (_nextAvailableIndex == UnknownIndex)
{
return 0;
}
var finalNextAvailableIndex = _nextAvailableIndex;
_itemDictionary[finalNextAvailableIndex] = item;
item.Index = finalNextAvailableIndex;
item.ItemContainer = this;
if (finalNextAvailableIndex != _selectIndex)
{
item.HideSelf();
}
UpdateNextAvailableIndex();
UpdateSelectStatus(finalNextAvailableIndex, item);
ItemDataChangeEvent?.Invoke(new ItemDataChangeEvent
{
NewItem = item,
NewIndex = finalNextAvailableIndex,
Type = Config.ItemDataChangeEventType.Add
});
return originalQuantity;
}
public bool SupportSelect { get; set; }
public IItem GetPlaceHolderItem(int index)
{
var placeholderItem = new PlaceholderItem
{
Index = index,
ItemContainer = this
};
return placeholderItem;
}
public int GetSelectIndex()
{
return _selectIndex;
}
public IItem? GetSelectItem()
{
return _itemDictionary.TryGetValue(_selectIndex, out var item) ? item : null;
}
public IItem? GetItem(int index)
{
return _itemDictionary.TryGetValue(index, out var item) ? item : null;
}
public bool ReplaceItem(int index, IItem item)
{
var oldItem = GetItem(index);
_itemDictionary[index] = item;
item.Index = index;
item.ItemContainer = this;
ItemDataChangeEvent?.Invoke(new ItemDataChangeEvent
{
NewItem = item,
NewIndex = index,
OldIndex = index,
OldItem = oldItem,
Type = Config.ItemDataChangeEventType.Replace
});
return true;
}
public bool CanReplaceItem(int index, IItem item)
{
if (!_allowedItemTypes.Contains(item.ItemType))
{
return false;
}
return true;
}
public bool ClearItem(int index)
{
if (!_itemDictionary.TryGetValue(index, out var item))
{
return false;
}
var result = _itemDictionary.Remove(index);
if (result)
{
ItemDataChangeEvent?.Invoke(new ItemDataChangeEvent
{
NewItem = null,
NewIndex = index,
OldIndex = index,
OldItem = null,
Type = Config.ItemDataChangeEventType.Clear
});
if (SupportSelect && index == _selectIndex)
{
item.HideSelf();
SelectedItemChangeEvent?.Invoke(new SelectedItemChangeEvent()
{
NewIndex = index,
OldIndex = index,
NewItem = null,
OldItem = null
});
}
}
return result;
}
public int RemoveSelectItem(int number)
{
return RemoveItem(_selectIndex, number);
}
public int RemoveItem(int itemIndex, int number)
{
if (number == 0)
{
return 0;
}
if (!_itemDictionary.TryGetValue(itemIndex, out var item))
{
return 0;
}
var originalQuantity = item.Quantity;
if (number < 0)
{
//If the number entered is less than 0, all items are removed.
//输入的数量小于0,则移除全部物品。
item.Quantity = 0;
_itemDictionary.Remove(itemIndex);
UpdateNextAvailableIndex();
ItemDataChangeEvent?.Invoke(new ItemDataChangeEvent
{
NewItem = item,
NewIndex = itemIndex,
Type = Config.ItemDataChangeEventType.Remove
});
return originalQuantity;
}
var removed = Math.Min(number, item.Quantity);
item.Quantity -= removed;
if (item.Quantity < 1)
{
_itemDictionary.Remove(itemIndex);
UpdateNextAvailableIndex();
ItemDataChangeEvent?.Invoke(new ItemDataChangeEvent
{
NewItem = item,
NewIndex = itemIndex,
Type = Config.ItemDataChangeEventType.Remove
});
}
return removed;
}
public int GetUsedCapacity()
{
return _itemDictionary.Count;
}
public int GetTotalCapacity()
{
return totalCapacity;
}
public void SelectNextItem()
{
var count = totalCapacity;
if (count == 0)
{
return;
}
var oldSelectIndex = _selectIndex;
var newSelectIndex = _selectIndex + 1;
if (newSelectIndex >= count)
{
newSelectIndex = 0;
}
PrivateSelectItem(oldSelectIndex, newSelectIndex);
}
public void SelectPreviousItem()
{
var count = totalCapacity;
if (count == 0)
{
return;
}
var oldSelectIndex = _selectIndex;
var newSelectIndex = _selectIndex - 1;
if (newSelectIndex < 0)
{
newSelectIndex = count - 1;
}
PrivateSelectItem(oldSelectIndex, newSelectIndex);
}
/// <summary>
/// <para>Private methods for selecting items</para>
/// <para>选择物品的私有方法</para>
/// </summary>
/// <param name="oldIndex"></param>
/// <param name="newIndex"></param>
private void PrivateSelectItem(int oldIndex, int newIndex)
{
if (!SupportSelect || oldIndex == newIndex)
{
return;
}
//There is no need to broadcast placeholders when an event is invoked.
//在调用事件时,无需广播占位符。
var oldItem = GetItem(oldIndex);
if (oldItem != null)
{
oldItem.HideSelf();
oldItem.IsSelect = false;
}
//There is no need to broadcast placeholders when an event is invoked.
//在调用事件时,无需广播占位符。
var newItem = GetItem(newIndex);
if (newItem != null)
{
newItem.ShowSelf();
newItem.IsSelect = true;
}
_selectIndex = newIndex;
SelectedItemChangeEvent?.Invoke(new SelectedItemChangeEvent
{
NewIndex = newIndex,
OldIndex = oldIndex,
NewItem = newItem,
OldItem = oldItem
});
}
public void SelectItem(int index)
{
if (totalCapacity == 0 || index < 0)
{
return;
}
PrivateSelectItem(_selectIndex, index % totalCapacity);
}
}