393 lines
14 KiB
C#
393 lines
14 KiB
C#
using Barotrauma.Items.Components;
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using Barotrauma.Networking;
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using Lidgren.Network;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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namespace Barotrauma
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{
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partial class Inventory : IServerSerializable, IClientSerializable
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{
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public readonly Entity Owner;
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protected int capacity;
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public Item[] Items;
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protected bool[] hideEmptySlot;
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public bool Locked;
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protected float syncItemsDelay;
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public int Capacity
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{
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get { return capacity; }
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}
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public Inventory(Entity owner, int capacity, Vector2? centerPos = null, int slotsPerRow = 5)
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{
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this.capacity = capacity;
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this.Owner = owner;
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Items = new Item[capacity];
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hideEmptySlot = new bool[capacity];
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#if CLIENT
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this.slotsPerRow = slotsPerRow;
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if (slotSpriteSmall == null)
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{
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//TODO: define these in xml
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slotSpriteSmall = new Sprite("Content/UI/inventoryAtlas.png", new Rectangle(532, 395, 75, 71), null, 0);
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slotSpriteVertical = new Sprite("Content/UI/inventoryAtlas.png", new Rectangle(672, 218, 75, 144), null, 0);
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slotSpriteHorizontal = new Sprite("Content/UI/inventoryAtlas.png", new Rectangle(476, 186, 160, 75), null, 0);
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slotSpriteRound = new Sprite("Content/UI/inventoryAtlas.png", new Rectangle(681, 373, 58, 64), null, 0);
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EquipIndicator = new Sprite("Content/UI/inventoryAtlas.png", new Rectangle(673, 182, 73, 27), new Vector2(0.5f, 0.5f), 0);
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EquipIndicatorHighlight = new Sprite("Content/UI/inventoryAtlas.png", new Rectangle(679, 108, 67, 21), new Vector2(0.5f, 0.5f), 0);
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DropIndicator = new Sprite("Content/UI/inventoryAtlas.png", new Rectangle(870, 55, 73, 66), new Vector2(0.5f, 0.75f), 0);
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DropIndicatorHighlight = new Sprite("Content/UI/inventoryAtlas.png", new Rectangle(946, 54, 73, 66), new Vector2(0.5f, 0.75f), 0);
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}
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#endif
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}
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public int FindIndex(Item item)
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{
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for (int i = 0; i < capacity; i++)
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{
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if (Items[i] == item) return i;
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}
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return -1;
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}
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/// Returns true if the item owns any of the parent inventories
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public virtual bool ItemOwnsSelf(Item item)
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{
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if (Owner == null) return false;
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if (!(Owner is Item)) return false;
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Item ownerItem = Owner as Item;
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if (ownerItem == item) return true;
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if (ownerItem.ParentInventory == null) return false;
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return ownerItem.ParentInventory.ItemOwnsSelf(item);
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}
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public virtual int FindAllowedSlot(Item item)
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{
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if (ItemOwnsSelf(item)) return -1;
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for (int i = 0; i < capacity; i++)
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{
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//item is already in the inventory!
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if (Items[i] == item) return -1;
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}
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for (int i = 0; i < capacity; i++)
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{
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if (Items[i] == null) return i;
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}
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return -1;
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}
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public bool CanBePut(Item item)
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{
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for (int i = 0; i < capacity; i++)
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{
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if (CanBePut(item, i)) { return true; }
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}
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return false;
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}
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public virtual bool CanBePut(Item item, int i)
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{
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if (ItemOwnsSelf(item)) return false;
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if (i < 0 || i >= Items.Length) return false;
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return (Items[i] == null);
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}
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/// <summary>
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/// If there is room, puts the item in the inventory and returns true, otherwise returns false
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/// </summary>
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public virtual bool TryPutItem(Item item, Character user, List<InvSlotType> allowedSlots = null, bool createNetworkEvent = true)
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{
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int slot = FindAllowedSlot(item);
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if (slot < 0) return false;
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PutItem(item, slot, user, true, createNetworkEvent);
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return true;
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}
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public virtual bool TryPutItem(Item item, int i, bool allowSwapping, bool allowCombine, Character user, bool createNetworkEvent = true)
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{
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if (i < 0 || i >= Items.Length)
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{
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string errorMsg = "Inventory.TryPutItem failed: index was out of range(" + i + ").\n" + Environment.StackTrace;
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GameAnalyticsManager.AddErrorEventOnce("Inventory.TryPutItem:IndexOutOfRange", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
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return false;
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}
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if (Owner == null) return false;
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//there's already an item in the slot
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if (Items[i] != null && allowCombine)
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{
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if (Items[i].Combine(item))
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{
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System.Diagnostics.Debug.Assert(Items[i] != null);
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return true;
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}
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}
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if (Items[i] != null && item.ParentInventory != null && allowSwapping)
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{
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return TrySwapping(i, item, user, createNetworkEvent);
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}
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else if (CanBePut(item, i))
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{
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PutItem(item, i, user, true, createNetworkEvent);
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return true;
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}
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else
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{
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#if CLIENT
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if (slots != null && createNetworkEvent) slots[i].ShowBorderHighlight(Color.Red, 0.1f, 0.9f);
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#endif
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return false;
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}
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}
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protected virtual void PutItem(Item item, int i, Character user, bool removeItem = true, bool createNetworkEvent = true)
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{
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if (i < 0 || i >= Items.Length)
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{
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string errorMsg = "Inventory.PutItem failed: index was out of range(" + i + ").\n" + Environment.StackTrace;
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GameAnalyticsManager.AddErrorEventOnce("Inventory.PutItem:IndexOutOfRange", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
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return;
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}
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if (Owner == null) return;
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Inventory prevInventory = item.ParentInventory;
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if (removeItem)
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{
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item.Drop(user);
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if (item.ParentInventory != null) item.ParentInventory.RemoveItem(item);
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}
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Items[i] = item;
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item.ParentInventory = this;
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#if CLIENT
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if (slots != null) slots[i].ShowBorderHighlight(Color.White, 0.1f, 0.4f);
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#endif
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if (item.body != null)
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{
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item.body.Enabled = false;
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}
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if (createNetworkEvent)
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{
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CreateNetworkEvent();
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//also delay syncing the inventory the item was inside
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if (prevInventory != null && prevInventory != this) prevInventory.syncItemsDelay = 1.0f;
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}
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}
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public bool IsEmpty()
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{
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for (int i = 0; i < capacity; i++)
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{
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if (Items[i] != null) return false;
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}
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return true;
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}
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protected bool TrySwapping(int index, Item item, Character user, bool createNetworkEvent)
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{
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if (item?.ParentInventory == null || Items[index] == null) return false;
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//swap to InvSlotType.Any if possible
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Inventory otherInventory = item.ParentInventory;
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bool otherIsEquipped = false;
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int otherIndex = -1;
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for (int i = 0; i < otherInventory.Items.Length; i++)
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{
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if (otherInventory.Items[i] != item) continue;
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if (otherInventory is CharacterInventory characterInventory)
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{
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if (characterInventory.SlotTypes[i] == InvSlotType.Any)
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{
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otherIndex = i;
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break;
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}
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else
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{
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otherIsEquipped = true;
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}
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}
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}
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if (otherIndex == -1) otherIndex = Array.IndexOf(otherInventory.Items, item);
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Item existingItem = Items[index];
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for (int j = 0; j < otherInventory.capacity; j++)
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{
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if (otherInventory.Items[j] == item) otherInventory.Items[j] = null;
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}
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for (int j = 0; j < capacity; j++)
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{
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if (Items[j] == existingItem) Items[j] = null;
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}
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bool swapSuccessful = false;
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if (otherIsEquipped)
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{
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swapSuccessful =
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TryPutItem(item, index, false, false, user, createNetworkEvent) &&
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otherInventory.TryPutItem(existingItem, otherIndex, false, false, user, createNetworkEvent);
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}
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else
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{
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swapSuccessful =
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otherInventory.TryPutItem(existingItem, otherIndex, false, false, user, createNetworkEvent) &&
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TryPutItem(item, index, false, false, user, createNetworkEvent);
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}
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//if the item in the slot can be moved to the slot of the moved item
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if (swapSuccessful)
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{
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System.Diagnostics.Debug.Assert(Items[index] == item, "Something when wrong when swapping items, item is not present in the inventory.");
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System.Diagnostics.Debug.Assert(otherInventory.Items[otherIndex] == existingItem, "Something when wrong when swapping items, item is not present in the other inventory.");
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#if CLIENT
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if (slots != null)
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{
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for (int j = 0; j < capacity; j++)
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{
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if (Items[j] == item) slots[j].ShowBorderHighlight(Color.Green, 0.1f, 0.9f);
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}
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for (int j = 0; j < otherInventory.capacity; j++)
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{
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if (otherInventory.Items[j] == existingItem) otherInventory.slots[j].ShowBorderHighlight(Color.Green, 0.1f, 0.9f);
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}
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}
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#endif
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return true;
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}
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else
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{
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for (int j = 0; j < capacity; j++)
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{
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if (Items[j] == item) Items[j] = null;
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}
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for (int j = 0; j < otherInventory.capacity; j++)
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{
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if (otherInventory.Items[j] == existingItem) otherInventory.Items[j] = null;
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}
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if (otherIsEquipped)
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{
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TryPutItem(existingItem, index, false, false, user, createNetworkEvent);
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otherInventory.TryPutItem(item, otherIndex, false, false, user, createNetworkEvent);
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}
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else
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{
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otherInventory.TryPutItem(item, otherIndex, false, false, user, createNetworkEvent);
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TryPutItem(existingItem, index, false, false, user, createNetworkEvent);
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}
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//swapping the items failed -> move them back to where they were
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//otherInventory.TryPutItem(item, otherIndex, false, false, user, createNetworkEvent);
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//TryPutItem(existingItem, index, false, false, user, createNetworkEvent);
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#if CLIENT
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if (slots != null)
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{
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for (int j = 0; j < capacity; j++)
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{
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if (Items[j] == existingItem)
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{
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slots[j].ShowBorderHighlight(Color.Red, 0.1f, 0.9f);
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}
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}
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}
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#endif
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return false;
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}
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}
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public virtual void CreateNetworkEvent()
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{
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if (GameMain.NetworkMember != null)
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{
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if (GameMain.NetworkMember.IsClient) { syncItemsDelay = 1.0f; }
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GameMain.NetworkMember.CreateEntityEvent(Owner as INetSerializable, new object[] { NetEntityEvent.Type.InventoryState });
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}
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}
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public Item FindItemByTag(string tag)
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{
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if (tag == null) return null;
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return Items.FirstOrDefault(i => i != null && i.HasTag(tag));
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}
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public Item FindItemByIdentifier(string identifier)
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{
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if (identifier == null) return null;
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return Items.FirstOrDefault(i => i != null && i.Prefab.Identifier == identifier);
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}
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/*public Item FindItem(string[] itemNames)
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{
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if (itemNames == null) return null;
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foreach (string itemName in itemNames)
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{
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var item = FindItem(itemName);
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if (item != null) return item;
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}
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return null;
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}*/
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public virtual void RemoveItem(Item item)
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{
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if (item == null) return;
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//go through the inventory and remove the item from all slots
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for (int n = 0; n < capacity; n++)
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{
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if (Items[n] != item) continue;
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Items[n] = null;
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item.ParentInventory = null;
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}
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}
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public void SharedWrite(NetBuffer msg, object[] extraData = null)
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{
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for (int i = 0; i < capacity; i++)
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{
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msg.Write((ushort)(Items[i] == null ? 0 : Items[i].ID));
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}
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}
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/// <summary>
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/// Deletes all items inside the inventory (and also recursively all items inside the items)
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/// </summary>
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public void DeleteAllItems()
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{
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for (int i = 0; i < capacity; i++)
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{
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if (Items[i] == null) continue;
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foreach (ItemContainer itemContainer in Items[i].GetComponents<ItemContainer>())
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{
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itemContainer.Inventory.DeleteAllItems();
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}
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Items[i].Remove();
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}
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}
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}
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}
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