Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/Items/Inventory.cs
T

393 lines
14 KiB
C#

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