Stardew_Valley_Mods/GeneralMods/Revitalize/Framework/Crafting/StatCost.cs

60 lines
1.9 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using StardewValley;
namespace Revitalize.Framework.Crafting
{
public class StatCost
{
public int health;
public int stamina;
public int magic;
public int gold;
public StatCost(int Stamina = 0, int Health = 0, int Gold = 0, int Magic = 0){
this.stamina = Stamina;
this.health = Health;
this.gold = Gold;
this.magic = Magic;
}
/// <summary>
/// Checks if the player can afford the cost but allows for player to collapse.
/// </summary>
/// <returns></returns>
public bool canAffordCost() {
if (Game1.player.stamina >= this.stamina && Game1.player.health >= this.health && Game1.player.Money >= this.gold && Revitalize.ModCore.playerInfo.magicManager.currentMagic >= this.magic) return true;
return false;
}
/// <summary>
/// Same as affording the cost but prevents the player from collapsing.
/// </summary>
/// <returns></returns>
public bool canSafelyAffordCost()
{
if (Game1.player.stamina > this.stamina && Game1.player.health > this.health && Game1.player.Money >= this.gold && Revitalize.ModCore.playerInfo.magicManager.currentMagic >= this.magic) return true;
return false;
}
/// <summary>
/// Consume all necessary components for this cost.
/// </summary>
public void payCost()
{
if (this.canSafelyAffordCost())
{
Game1.player.stamina -= this.stamina;
Game1.player.health -= this.health;
Game1.player.Money = Game1.player.Money - this.gold;
Revitalize.ModCore.playerInfo.magicManager.currentMagic -= this.magic;
}
}
}
}