// If the given item is a trasure, tally it off
 public void TallyTreasure(string itemID)
 {
     // Only tally items if they are treasure, not already seen and the cave is not closed
     if (ItemExists(itemID, "TallyTreasure") && itemLookup[itemID].isTreasure && !TreasuresSeen.Contains(itemID) && gameController.CurrentCaveStatus != CaveStatus.CLOSED)
     {
         TreasuresSeen.Add(itemID);
     }
 }
    // Creates a fresh dictionary of runtime items and clears treasure seen
    public void ResetItems()
    {
        // Reset treasures seen
        TreasuresSeen.Clear();

        ItemDict = new Dictionary <string, ItemRuntime>();

        for (int i = 0; i < items.Length; i++)
        {
            ItemDict.Add(items[i].itemID, new ItemRuntime(items[i]));
        }

        // Adjust initial item state for rug and chain
        ItemDict["62Rug"].ItemState   = 1;
        ItemDict["64Chain"].ItemState = 1;
    }
 // Returns true if the given item is a treasure and has been seen by the player
 public bool TreasureWasSeen(string itemID)
 {
     return(ItemExists(itemID, "TreasureWasSeen") && TreasuresSeen.Contains(itemID));
 }