Files
LuaCsForBarotraumaEP/Libraries/Facepunch.Steamworks/Interfaces/Inventory.Item.cs
2019-03-18 20:39:27 +02:00

184 lines
6.2 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.InteropServices;
using System.Text;
namespace Facepunch.Steamworks
{
public partial class Inventory
{
/// <summary>
/// An item in your inventory.
/// </summary>
public class Item : IEquatable<Item>
{
internal Item( Inventory Inventory, ulong Id, int Quantity, int DefinitionId )
{
this.Inventory = Inventory;
this.Id = Id;
this.Quantity = Quantity;
this.DefinitionId = DefinitionId;
}
public struct Amount
{
public Item Item;
public int Quantity;
}
public ulong Id;
public int Quantity;
public int DefinitionId;
internal Inventory Inventory;
public Dictionary<string, string> Properties { get; internal set; }
private Definition _cachedDefinition;
/// <summary>
/// Careful, this might not be available. Especially on a game server.
/// </summary>
public Definition Definition
{
get
{
if ( _cachedDefinition != null )
return _cachedDefinition;
_cachedDefinition = Inventory.FindDefinition( DefinitionId );
return _cachedDefinition;
}
}
public bool TradeLocked;
public bool Equals(Item other)
{
if (ReferenceEquals(null, other)) return false;
if (ReferenceEquals(this, other)) return true;
return Id == other.Id;
}
public override bool Equals(object obj)
{
if (ReferenceEquals(null, obj)) return false;
if (ReferenceEquals(this, obj)) return true;
if (obj.GetType() != this.GetType()) return false;
return Equals((Item)obj);
}
public override int GetHashCode()
{
return Id.GetHashCode();
}
public static bool operator ==(Item left, Item right)
{
return Equals(left, right);
}
public static bool operator !=(Item left, Item right)
{
return !Equals(left, right);
}
/// <summary>
/// Consumes items from a user's inventory. If the quantity of the given item goes to zero, it is permanently removed.
/// Once an item is removed it cannot be recovered.This is not for the faint of heart - if your game implements item removal at all,
/// a high-friction UI confirmation process is highly recommended.ConsumeItem can be restricted to certain item definitions or fully
/// blocked via the Steamworks website to minimize support/abuse issues such as the classic "my brother borrowed my laptop and deleted all of my rare items".
/// </summary>
public Result Consume( int amount = 1 )
{
SteamNative.SteamInventoryResult_t resultHandle = -1;
if ( !Inventory.inventory.ConsumeItem( ref resultHandle, Id, (uint)amount ) )
return null;
return new Result( Inventory, resultHandle, true );
}
/// <summary>
/// Split stack into two items
/// </summary>
public Result SplitStack( int quantity = 1 )
{
SteamNative.SteamInventoryResult_t resultHandle = -1;
if ( !Inventory.inventory.TransferItemQuantity( ref resultHandle, Id, (uint)quantity, ulong.MaxValue ) )
return null;
return new Result( Inventory, resultHandle, true );
}
SteamNative.SteamInventoryUpdateHandle_t updateHandle;
private void UpdatingProperties()
{
if (!Inventory.EnableItemProperties)
throw new InvalidOperationException("Item properties are disabled.");
if (updateHandle != 0) return;
updateHandle = Inventory.inventory.StartUpdateProperties();
}
public bool SetProperty( string name, string value )
{
UpdatingProperties();
Properties[name] = value.ToString();
return Inventory.inventory.SetProperty(updateHandle, Id, name, value);
}
public bool SetProperty(string name, bool value)
{
UpdatingProperties();
Properties[name] = value.ToString();
return Inventory.inventory.SetProperty0(updateHandle, Id, name, value);
}
public bool SetProperty(string name, long value)
{
UpdatingProperties();
Properties[name] = value.ToString();
return Inventory.inventory.SetProperty1(updateHandle, Id, name, value);
}
public bool SetProperty(string name, float value)
{
UpdatingProperties();
Properties[name] = value.ToString();
return Inventory.inventory.SetProperty2(updateHandle, Id, name, value);
}
/// <summary>
/// Called to finalize any changes made using SetProperty
/// </summary>
public bool SubmitProperties()
{
if (updateHandle == 0)
throw new Exception("SubmitProperties called without updating properties");
try
{
SteamNative.SteamInventoryResult_t result = -1;
if (!Inventory.inventory.SubmitUpdateProperties(updateHandle, ref result))
{
return false;
}
Inventory.inventory.DestroyResult(result);
return true;
}
finally
{
updateHandle = 0;
}
}
}
}
}