Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Items/Components/ItemContainer.cs
Juan Pablo Arce 4206f6db42 Unstable 0.17.3.0
2022-03-22 14:44:56 -03:00

798 lines
32 KiB
C#

using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
using Barotrauma.Extensions;
using FarseerPhysics;
using System.Collections.Immutable;
using Barotrauma.Abilities;
namespace Barotrauma.Items.Components
{
partial class ItemContainer : ItemComponent, IDrawableComponent
{
class ActiveContainedItem
{
public readonly Item Item;
public readonly StatusEffect StatusEffect;
public readonly bool ExcludeBroken;
public ActiveContainedItem(Item item, StatusEffect statusEffect, bool excludeBroken)
{
Item = item;
StatusEffect = statusEffect;
ExcludeBroken = excludeBroken;
}
}
class SlotRestrictions
{
public readonly int MaxStackSize;
public readonly List<RelatedItem> ContainableItems;
public SlotRestrictions(int maxStackSize, List<RelatedItem> containableItems)
{
MaxStackSize = maxStackSize;
ContainableItems = containableItems;
}
public bool MatchesItem(Item item)
{
return ContainableItems == null || ContainableItems.Count == 0 || ContainableItems.Any(c => c.MatchesItem(item));
}
public bool MatchesItem(ItemPrefab itemPrefab)
{
return ContainableItems == null || ContainableItems.Count == 0 || ContainableItems.Any(c => c.MatchesItem(itemPrefab));
}
}
private bool alwaysContainedItemsSpawned;
public ItemInventory Inventory;
private readonly List<ActiveContainedItem> activeContainedItems = new List<ActiveContainedItem>();
private List<ushort>[] itemIds;
//how many items can be contained
private int capacity;
[Serialize(5, IsPropertySaveable.No, description: "How many items can be contained inside this item.")]
public int Capacity
{
get { return capacity; }
set { capacity = Math.Max(value, 0); }
}
//how many items can be contained
private int maxStackSize;
[Serialize(64, IsPropertySaveable.No, description: "How many items can be stacked in one slot. Does not increase the maximum stack size of the items themselves, e.g. a stack of bullets could have a maximum size of 8 but the number of bullets in a specific weapon could be restricted to 6.")]
public int MaxStackSize
{
get { return maxStackSize; }
set { maxStackSize = Math.Max(value, 1); }
}
private bool hideItems;
[Serialize(true, IsPropertySaveable.No, description: "Should the items contained inside this item be hidden."
+ " If set to false, you should use the ItemPos and ItemInterval properties to determine where the items get rendered.")]
public bool HideItems
{
get { return hideItems; }
set
{
hideItems = value;
Drawable = !hideItems;
}
}
[Serialize("0.0,0.0", IsPropertySaveable.No, description: "The position where the contained items get drawn at (offset from the upper left corner of the sprite in pixels).")]
public Vector2 ItemPos { get; set; }
[Serialize("0.0,0.0", IsPropertySaveable.No, description: "The interval at which the contained items are spaced apart from each other (in pixels).")]
public Vector2 ItemInterval { get; set; }
[Serialize(100, IsPropertySaveable.No, description: "How many items are placed in a row before starting a new row.")]
public int ItemsPerRow { get; set; }
[Serialize(true, IsPropertySaveable.No, description: "Should the inventory of this item be visible when the item is selected.")]
public bool DrawInventory
{
get;
set;
}
[Serialize(true, IsPropertySaveable.No, "Allow dragging and dropping items to deposit items into this inventory.")]
public bool AllowDragAndDrop
{
get;
set;
}
[Serialize(true, IsPropertySaveable.No)]
public bool AllowSwappingContainedItems
{
get;
set;
}
[Serialize(false, IsPropertySaveable.No, description: "If set to true, interacting with this item will make the character interact with the contained item(s), automatically picking them up if they can be picked up.")]
public bool AutoInteractWithContained
{
get;
set;
}
[Serialize(true, IsPropertySaveable.No)]
public bool AllowAccess { get; set; }
[Serialize(false, IsPropertySaveable.No)]
public bool AccessOnlyWhenBroken { get; set; }
[Serialize(5, IsPropertySaveable.No, description: "How many inventory slots the inventory has per row.")]
public int SlotsPerRow { get; set; }
private readonly HashSet<string> containableRestrictions = new HashSet<string>();
[Editable, Serialize("", IsPropertySaveable.Yes, description: "Define items (by identifiers or tags) that bots should place inside this container. If empty, no restrictions are applied.")]
public string ContainableRestrictions
{
get { return string.Join(",", containableRestrictions); }
set
{
StringFormatter.ParseCommaSeparatedStringToCollection(value, containableRestrictions);
}
}
[Editable, Serialize(true, IsPropertySaveable.Yes, description: "Should this container be automatically filled with items?")]
public bool AutoFill { get; set; }
private float itemRotation;
[Serialize(0.0f, IsPropertySaveable.No, description: "The rotation in which the contained sprites are drawn (in degrees).")]
public float ItemRotation
{
get { return MathHelper.ToDegrees(itemRotation); }
set { itemRotation = MathHelper.ToRadians(value); }
}
[Serialize("", IsPropertySaveable.No, description: "Specify an item for the container to spawn with.")]
public string SpawnWithId
{
get;
set;
}
[Serialize(false, IsPropertySaveable.No, description: "Should the items configured using SpawnWithId spawn if this item is broken.")]
public bool SpawnWithIdWhenBroken
{
get;
set;
}
[Serialize(false, IsPropertySaveable.No, description: "Should the items be injected into the user.")]
public bool AutoInject
{
get;
set;
}
[Serialize(0.5f, IsPropertySaveable.No, description: "The health threshold that the user must reach in order to activate the autoinjection.")]
public float AutoInjectThreshold
{
get;
set;
}
[Serialize(false, IsPropertySaveable.No)]
public bool RemoveContainedItemsOnDeconstruct { get; set; }
private SlotRestrictions[] slotRestrictions;
public bool ShouldBeContained(string[] identifiersOrTags, out bool isRestrictionsDefined)
{
isRestrictionsDefined = containableRestrictions.Any();
if (slotRestrictions.None(s => s.MatchesItem(item))) { return false; }
if (!isRestrictionsDefined) { return true; }
return identifiersOrTags.Any(id => containableRestrictions.Any(r => r == id));
}
public bool ShouldBeContained(Item item, out bool isRestrictionsDefined)
{
isRestrictionsDefined = containableRestrictions.Any();
if (slotRestrictions.None(s => s.MatchesItem(item))) { return false; }
if (!isRestrictionsDefined) { return true; }
return containableRestrictions.Any(id => item.Prefab.Identifier == id || item.HasTag(id));
}
private ImmutableHashSet<Identifier> containableItemIdentifiers;
public IEnumerable<Identifier> ContainableItemIdentifiers => containableItemIdentifiers;
public override bool RecreateGUIOnResolutionChange => true;
public List<RelatedItem> ContainableItems { get; }
public ItemContainer(Item item, ContentXElement element)
: base(item, element)
{
int totalCapacity = capacity;
foreach (var subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "containable":
RelatedItem containable = RelatedItem.Load(subElement, returnEmpty: false, parentDebugName: item.Name);
if (containable == null)
{
DebugConsole.ThrowError("Error in item config \"" + item.ConfigFilePath + "\" - containable with no identifiers.");
continue;
}
ContainableItems ??= new List<RelatedItem>();
ContainableItems.Add(containable);
break;
case "subcontainer":
totalCapacity += subElement.GetAttributeInt("capacity", 1);
break;
}
}
Inventory = new ItemInventory(item, this, totalCapacity, SlotsPerRow);
slotRestrictions = new SlotRestrictions[totalCapacity];
for (int i = 0; i < capacity; i++)
{
slotRestrictions[i] = new SlotRestrictions(maxStackSize, ContainableItems);
}
int subContainerIndex = capacity;
foreach (var subElement in element.Elements())
{
if (subElement.Name.ToString().ToLowerInvariant() != "subcontainer") { continue; }
int subCapacity = subElement.GetAttributeInt("capacity", 1);
int subMaxStackSize = subElement.GetAttributeInt("maxstacksize", maxStackSize);
List<RelatedItem> subContainableItems = null;
foreach (var subSubElement in subElement.Elements())
{
if (subSubElement.Name.ToString().ToLowerInvariant() != "containable") { continue; }
RelatedItem containable = RelatedItem.Load(subSubElement, returnEmpty: false, parentDebugName: item.Name);
if (containable == null)
{
DebugConsole.ThrowError("Error in item config \"" + item.ConfigFilePath + "\" - containable with no identifiers.");
continue;
}
subContainableItems ??= new List<RelatedItem>();
subContainableItems.Add(containable);
}
for (int i = subContainerIndex; i < subContainerIndex + subCapacity; i++)
{
slotRestrictions[i] = new SlotRestrictions(subMaxStackSize, subContainableItems);
}
subContainerIndex += subCapacity;
}
capacity = totalCapacity;
InitProjSpecific(element);
}
public int GetMaxStackSize(int slotIndex)
{
if (slotIndex < 0 || slotIndex >= capacity)
{
return 0;
}
return slotRestrictions[slotIndex].MaxStackSize;
}
partial void InitProjSpecific(ContentXElement element);
public void OnItemContained(Item containedItem)
{
item.SetContainedItemPositions();
int index = Inventory.FindIndex(containedItem);
if (index >= 0 && index < slotRestrictions.Length)
{
if (slotRestrictions[index].ContainableItems != null)
{
activeContainedItems.RemoveAll(i => i.Item == containedItem);
foreach (var containableItem in slotRestrictions[index].ContainableItems)
{
if (!containableItem.MatchesItem(containedItem)) { continue; }
foreach (StatusEffect effect in containableItem.statusEffects)
{
activeContainedItems.Add(new ActiveContainedItem(containedItem, effect, containableItem.ExcludeBroken));
}
}
}
}
if (item.GetComponent<Planter>() != null)
{
GameAnalyticsManager.AddDesignEvent("MicroInteraction:" + (GameMain.GameSession?.GameMode?.Preset.Identifier.Value ?? "null") + ":GardeningPlanted:" + containedItem.Prefab.Identifier);
}
//no need to Update() if this item has no statuseffects and no physics body
IsActive = activeContainedItems.Count > 0 || Inventory.AllItems.Any(it => it.body != null);
}
public override void Move(Vector2 amount)
{
SetContainedItemPositions();
}
public void OnItemRemoved(Item containedItem)
{
activeContainedItems.RemoveAll(i => i.Item == containedItem);
//deactivate if the inventory is empty
IsActive = activeContainedItems.Count > 0 || Inventory.AllItems.Any(it => it.body != null);
}
public bool CanBeContained(Item item)
{
return slotRestrictions.Any(s => s.MatchesItem(item));
}
public bool CanBeContained(Item item, int index)
{
if (index < 0 || index >= capacity) { return false; }
return slotRestrictions[index].MatchesItem(item);
}
public bool CanBeContained(ItemPrefab itemPrefab)
{
return slotRestrictions.Any(s => s.MatchesItem(itemPrefab));
}
public bool CanBeContained(ItemPrefab itemPrefab, int index)
{
if (index < 0 || index >= capacity) { return false; }
return slotRestrictions[index].MatchesItem(itemPrefab);
}
public bool ContainsItemsWithSameIdentifier(Item item)
{
if (item == null) { return false; }
foreach (var containedItem in Inventory.AllItems)
{
if (containedItem.Prefab.Identifier == item.Prefab.Identifier)
{
return true;
}
}
return false;
}
readonly List<ISerializableEntity> targets = new List<ISerializableEntity>();
public override void Update(float deltaTime, Camera cam)
{
if (!string.IsNullOrEmpty(SpawnWithId) && !alwaysContainedItemsSpawned)
{
SpawnAlwaysContainedItems();
}
if (item.ParentInventory is CharacterInventory ownerInventory)
{
item.SetContainedItemPositions();
if (AutoInject)
{
if (ownerInventory?.Owner is Character ownerCharacter &&
ownerCharacter.HealthPercentage / 100f <= AutoInjectThreshold &&
ownerCharacter.HasEquippedItem(item))
{
foreach (Item item in Inventory.AllItemsMod)
{
item.ApplyStatusEffects(ActionType.OnUse, 1.0f, ownerCharacter);
item.GetComponent<GeneticMaterial>()?.Equip(ownerCharacter);
}
}
}
}
else if (item.body != null &&
item.body.Enabled &&
item.body.FarseerBody.Awake)
{
item.SetContainedItemPositions();
}
else if (activeContainedItems.Count == 0)
{
IsActive = false;
return;
}
foreach (var activeContainedItem in activeContainedItems)
{
Item contained = activeContainedItem.Item;
if (activeContainedItem.ExcludeBroken && contained.Condition <= 0.0f) { continue; }
StatusEffect effect = activeContainedItem.StatusEffect;
if (effect.HasTargetType(StatusEffect.TargetType.This))
effect.Apply(ActionType.OnContaining, deltaTime, item, item.AllPropertyObjects);
if (effect.HasTargetType(StatusEffect.TargetType.Contained))
effect.Apply(ActionType.OnContaining, deltaTime, item, contained.AllPropertyObjects);
if (effect.HasTargetType(StatusEffect.TargetType.NearbyItems) ||
effect.HasTargetType(StatusEffect.TargetType.NearbyCharacters))
{
targets.Clear();
targets.AddRange(effect.GetNearbyTargets(item.WorldPosition, targets));
effect.Apply(ActionType.OnActive, deltaTime, item, targets);
}
}
}
public override void UpdateBroken(float deltaTime, Camera cam)
{
//update when the item is broken too to get OnContaining effects to execute and contained item positions to update
if (IsActive)
{
Update(deltaTime, cam);
}
}
public override bool HasRequiredItems(Character character, bool addMessage, LocalizedString msg = null)
{
return AllowAccess && (!AccessOnlyWhenBroken || Item.Condition <= 0) && base.HasRequiredItems(character, addMessage, msg);
}
public override bool Select(Character character)
{
if (!AllowAccess) { return false; }
if (item.Container != null) { return false; }
if (AccessOnlyWhenBroken)
{
if (item.Condition > 0)
{
return false;
}
}
if (AutoInteractWithContained && character.SelectedConstruction == null)
{
foreach (Item contained in Inventory.AllItems)
{
if (contained.TryInteract(character))
{
character.FocusedItem = contained;
return false;
}
}
}
var abilityItem = new AbilityItemContainer(item);
character.CheckTalents(AbilityEffectType.OnOpenItemContainer, abilityItem);
return base.Select(character);
}
public override bool Pick(Character picker)
{
if (!AllowAccess) { return false; }
if (AccessOnlyWhenBroken)
{
if (item.Condition > 0)
{
return false;
}
}
if (AutoInteractWithContained)
{
foreach (Item contained in Inventory.AllItems)
{
if (contained.TryInteract(picker))
{
picker.FocusedItem = contained;
return true;
}
}
}
IsActive = true;
return picker != null;
}
public override bool Combine(Item item, Character user)
{
if (!AllowDragAndDrop && user != null) { return false; }
if (!slotRestrictions.Any(s => s.MatchesItem(item))) { return false; }
if (user != null && !user.CanAccessInventory(Inventory)) { return false; }
//genetic materials use special logic for combining, don't allow doing it by placing them inside each other here
if (this.Item.GetComponent<GeneticMaterial>() != null) { return false; }
if (Inventory.TryPutItem(item, user))
{
IsActive = true;
if (hideItems && item.body != null) { item.body.Enabled = false; }
return true;
}
return false;
}
public override void Drop(Character dropper)
{
IsActive = true;
}
public override void Equip(Character character)
{
IsActive = true;
}
public override void ReceiveSignal(Signal signal, Connection connection)
{
switch (connection.Name)
{
case "activate":
case "use":
case "trigger_in":
if (signal.value != "0")
{
item.Use(1.0f, signal.sender);
}
break;
}
}
public void SetContainedItemPositions()
{
Vector2 transformedItemPos = ItemPos * item.Scale;
Vector2 transformedItemInterval = ItemInterval * item.Scale;
Vector2 transformedItemIntervalHorizontal = new Vector2(transformedItemInterval.X, 0.0f);
Vector2 transformedItemIntervalVertical = new Vector2(0.0f, transformedItemInterval.Y);
if (ItemPos == Vector2.Zero && ItemInterval == Vector2.Zero)
{
transformedItemPos = item.Position;
}
else
{
if (item.body == null)
{
if (item.FlippedX)
{
transformedItemPos.X = -transformedItemPos.X;
transformedItemPos.X += item.Rect.Width;
transformedItemInterval.X = -transformedItemInterval.X;
transformedItemIntervalHorizontal.X = -transformedItemIntervalHorizontal.X;
}
if (item.FlippedY)
{
transformedItemPos.Y = -transformedItemPos.Y;
transformedItemPos.Y -= item.Rect.Height;
transformedItemInterval.Y = -transformedItemInterval.Y;
transformedItemIntervalVertical.Y = -transformedItemIntervalVertical.Y;
}
transformedItemPos += new Vector2(item.Rect.X, item.Rect.Y);
if (Math.Abs(item.Rotation) > 0.01f)
{
Matrix transform = Matrix.CreateRotationZ(MathHelper.ToRadians(-item.Rotation));
transformedItemPos = Vector2.Transform(transformedItemPos - item.Position, transform) + item.Position;
transformedItemInterval = Vector2.Transform(transformedItemInterval, transform);
transformedItemIntervalHorizontal = Vector2.Transform(transformedItemIntervalHorizontal, transform);
transformedItemIntervalVertical = Vector2.Transform(transformedItemIntervalVertical, transform);
}
}
else
{
Matrix transform = Matrix.CreateRotationZ(item.body.Rotation);
if (item.body.Dir == -1.0f)
{
transformedItemPos.X = -transformedItemPos.X;
transformedItemInterval.X = -transformedItemInterval.X;
transformedItemIntervalHorizontal.X = -transformedItemIntervalHorizontal.X;
}
transformedItemPos = Vector2.Transform(transformedItemPos, transform);
transformedItemInterval = Vector2.Transform(transformedItemInterval, transform);
transformedItemIntervalHorizontal = Vector2.Transform(transformedItemIntervalHorizontal, transform);
transformedItemPos += item.Position;
}
}
float currentRotation = itemRotation;
if (item.body != null)
{
currentRotation *= item.body.Dir;
currentRotation += item.body.Rotation;
}
else
{
currentRotation += MathHelper.ToRadians(-item.Rotation);
}
int i = 0;
Vector2 currentItemPos = transformedItemPos;
foreach (Item contained in Inventory.AllItems)
{
if (contained.body != null)
{
try
{
Vector2 simPos = ConvertUnits.ToSimUnits(currentItemPos);
contained.body.FarseerBody.SetTransformIgnoreContacts(ref simPos, currentRotation);
contained.body.SetPrevTransform(contained.body.SimPosition, contained.body.Rotation);
contained.body.UpdateDrawPosition();
}
catch (Exception e)
{
DebugConsole.Log("SetTransformIgnoreContacts threw an exception in SetContainedItemPositions (" + e.Message + ")\n" + e.StackTrace.CleanupStackTrace());
GameAnalyticsManager.AddErrorEventOnce("ItemContainer.SetContainedItemPositions.InvalidPosition:" + contained.Name,
GameAnalyticsManager.ErrorSeverity.Error,
"SetTransformIgnoreContacts threw an exception in SetContainedItemPositions (" + e.Message + ")\n" + e.StackTrace.CleanupStackTrace());
}
contained.body.Submarine = item.Submarine;
}
contained.Rect =
new Rectangle(
(int)(currentItemPos.X - contained.Rect.Width / 2.0f),
(int)(currentItemPos.Y + contained.Rect.Height / 2.0f),
contained.Rect.Width, contained.Rect.Height);
contained.Submarine = item.Submarine;
contained.CurrentHull = item.CurrentHull;
contained.SetContainedItemPositions();
i++;
if (Math.Abs(ItemInterval.X) > 0.001f && Math.Abs(ItemInterval.Y) > 0.001f)
{
//interval set on both axes -> use a grid layout
currentItemPos += transformedItemIntervalHorizontal;
if (i % ItemsPerRow == 0)
{
currentItemPos = transformedItemPos;
currentItemPos += transformedItemIntervalVertical * (i / ItemsPerRow);
}
}
else
{
currentItemPos += transformedItemInterval;
}
}
}
public override void OnItemLoaded()
{
Inventory.AllowSwappingContainedItems = AllowSwappingContainedItems;
containableItemIdentifiers = slotRestrictions.SelectMany(s => s.ContainableItems?.SelectMany(ri => ri.Identifiers) ?? Enumerable.Empty<Identifier>()).ToImmutableHashSet();
if (item.Submarine == null || !item.Submarine.Loading)
{
SpawnAlwaysContainedItems();
}
}
public override void OnMapLoaded()
{
if (itemIds != null)
{
for (ushort i = 0; i < itemIds.Length; i++)
{
if (i >= Inventory.Capacity)
{
//legacy support: before item stacking was implemented, revolver for example had a separate slot for each bullet
//now there's just one, try to put the extra items where they fit (= stack them)
Inventory.TryPutItem(item, user: null, createNetworkEvent: false);
continue;
}
foreach (ushort id in itemIds[i])
{
if (!(Entity.FindEntityByID(id) is Item item)) { continue; }
Inventory.TryPutItem(item, i, false, false, null, createNetworkEvent: false, ignoreCondition: true);
}
}
itemIds = null;
}
//outpost and ruins are loaded in multiple stages (each module is loaded separately)
//spawning items at this point during the generation will cause ID overlaps with the entities in the modules loaded afterwards
//so let's not spawn them at this point, but in the 1st Update()
if (item.Submarine?.Info != null && (item.Submarine.Info.IsOutpost || item.Submarine.Info.IsRuin))
{
if (SpawnWithId.Length > 0)
{
IsActive = true;
}
}
else
{
SpawnAlwaysContainedItems();
}
}
private void SpawnAlwaysContainedItems()
{
if (SpawnWithId.Length > 0 && (item.Condition > 0.0f || SpawnWithIdWhenBroken))
{
string[] splitIds = SpawnWithId.Split(',');
foreach (string id in splitIds)
{
ItemPrefab prefab = ItemPrefab.Prefabs.Find(m => m.Identifier == id);
if (prefab != null && Inventory != null && Inventory.CanBePut(prefab))
{
bool isEditor = false;
#if CLIENT
isEditor = Screen.Selected == GameMain.SubEditorScreen;
#endif
if (!isEditor && (Entity.Spawner == null || Entity.Spawner.Removed) && GameMain.NetworkMember == null)
{
var spawnedItem = new Item(prefab, Vector2.Zero, null);
Inventory.TryPutItem(spawnedItem, null, spawnedItem.AllowedSlots, createNetworkEvent: false);
alwaysContainedItemsSpawned = true;
}
else
{
IsActive = true;
Entity.Spawner?.AddItemToSpawnQueue(prefab, Inventory, spawnIfInventoryFull: false, onSpawned: (Item item) => { alwaysContainedItemsSpawned = true; });
}
}
}
}
}
protected override void ShallowRemoveComponentSpecific()
{
}
protected override void RemoveComponentSpecific()
{
base.RemoveComponentSpecific();
#if CLIENT
inventoryTopSprite?.Remove();
inventoryBackSprite?.Remove();
inventoryBottomSprite?.Remove();
ContainedStateIndicator?.Remove();
if (SubEditorScreen.IsSubEditor())
{
Inventory.DeleteAllItems();
return;
}
#endif
Inventory.AllItemsMod.ForEach(it => it.Drop(null));
}
public override void Load(ContentXElement componentElement, bool usePrefabValues, IdRemap idRemap)
{
base.Load(componentElement, usePrefabValues, idRemap);
string containedString = componentElement.GetAttributeString("contained", "");
string[] itemIdStrings = containedString.Split(',');
itemIds = new List<ushort>[itemIdStrings.Length];
for (int i = 0; i < itemIdStrings.Length; i++)
{
itemIds[i] ??= new List<ushort>();
foreach (string idStr in itemIdStrings[i].Split(';'))
{
if (!int.TryParse(idStr, out int id)) { continue; }
itemIds[i].Add(idRemap.GetOffsetId(id));
}
}
}
public override XElement Save(XElement parentElement)
{
XElement componentElement = base.Save(parentElement);
string[] itemIdStrings = new string[Inventory.Capacity];
for (int i = 0; i < Inventory.Capacity; i++)
{
var items = Inventory.GetItemsAt(i);
itemIdStrings[i] = string.Join(';', items.Select(it => it.ID.ToString()));
}
componentElement.Add(new XAttribute("contained", string.Join(',', itemIdStrings)));
return componentElement;
}
}
class AbilityItemContainer : AbilityObject, IAbilityItem
{
public AbilityItemContainer(Item item)
{
Item = item;
}
public Item Item { get; set; }
}
}