150 lines
4.4 KiB
C#
150 lines
4.4 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using StardewValley;
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namespace Revitalize.Framework.Utilities
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{
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/// <summary>Handles dealing with objects.</summary>
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public class InventoryManager
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{
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/// <summary>How many items the inventory can hold.</summary>
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public int capacity;
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/// <summary>The hard uper limit for # of items to be held in case of upgrading or resizing.</summary>
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public int MaxCapacity { get; private set; }
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/// <summary>How many items are currently stored in the inventory.</summary>
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public int ItemCount => this.items.Count;
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/// <summary>The actual contents of the inventory.</summary>
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public IList<Item> items;
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/// <summary>Checks if the inventory is full or not.</summary>
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public bool IsFull => this.ItemCount >= this.capacity && this.items.Where(i=>i==null).Count()==0;
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/// <summary>Checks to see if this core object actually has a valid inventory.</summary>
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public bool HasInventory => this.capacity > 0;
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public InventoryManager()
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{
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this.capacity = 0;
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this.setMaxLimit(0);
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this.items = new List<Item>();
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}
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/// <summary>Construct an instance.</summary>
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public InventoryManager(List<Item> items)
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{
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this.capacity = int.MaxValue;
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this.setMaxLimit(int.MaxValue);
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this.items = items;
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}
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public InventoryManager(IList<Item> items)
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{
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this.capacity = int.MaxValue;
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this.setMaxLimit(int.MaxValue);
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this.items = items;
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}
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/// <summary>Construct an instance.</summary>
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public InventoryManager(int capacity)
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{
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this.capacity = capacity;
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this.MaxCapacity = int.MaxValue;
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this.items = new List<Item>();
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}
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/// <summary>Construct an instance.</summary>
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public InventoryManager(int capacity, int MaxCapacity)
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{
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this.capacity = capacity;
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this.setMaxLimit(MaxCapacity);
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this.items = new List<Item>();
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}
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/// <summary>Add the item to the inventory.</summary>
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public bool addItem(Item item)
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{
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if (this.IsFull)
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{
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return false;
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}
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else
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{
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foreach (Item self in this.items)
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{
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if (self != null && self.canStackWith(item))
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{
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self.addToStack(item.Stack);
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return true;
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}
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}
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this.items.Add(item);
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return true;
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}
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}
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/// <summary>Gets a reference to the object IF it exists in the inventory.</summary>
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public Item getItem(Item item)
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{
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foreach (Item i in this.items)
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{
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if (item == i)
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return item;
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}
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return null;
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}
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/// <summary>Get the item at the specific index.</summary>
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public Item getItemAtIndex(int index)
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{
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return this.items[index];
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}
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/// <summary>Gets only one item from the stack.</summary>
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public Item getSingleItemFromStack(Item item)
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{
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if (item.Stack == 1)
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return item;
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item.Stack = item.Stack - 1;
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return item.getOne();
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}
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/// <summary>Empty the inventory.</summary>
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public void clear()
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{
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this.items.Clear();
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}
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/// <summary>Empty the inventory.</summary>
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public void empty()
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{
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this.clear();
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}
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/// <summary>Resize how many items can be held by this object.</summary>
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public void resizeCapacity(int Amount)
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{
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if (this.capacity + Amount < this.MaxCapacity)
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this.capacity += Amount;
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}
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/// <summary>Sets the upper limity of the capacity size for the inventory.</summary>
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public void setMaxLimit(int amount)
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{
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this.MaxCapacity = amount;
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}
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/// <summary>
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/// Returns a new inventory manager without the items but with the capacity limits.
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/// </summary>
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/// <returns></returns>
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public InventoryManager Copy()
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{
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return new InventoryManager(this.capacity, this.MaxCapacity);
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}
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}
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}
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