Ejemplo n.º 1
0
        /**
         * Returns true if the given player has any of the given item types in thier inventory.
         * index : Is set to the index of the item found. If it isn't found, it is set to -1.
         * counts : the minimum stack per item needed for HasItem to return true.
         * includeAmmo : true if you wish to include the ammo slots.
         * includeCoins : true if you wish to include the coin slots.
         */
        public static bool HasItem(Player player, int[] types, ref int index, int[] counts = default(int[]), bool includeAmmo = false, bool includeCoins = false)
        {
            if (types == null || types.Length == 0)
            {
                return(false);                                               //no types to check!
            }
            if (counts == null || counts.Length == 0)
            {
                counts = BaseUtility.FillArray(new int[types.Length], 1);
            }
            int countIndex = -1;

            if (includeCoins)
            {
                for (int m = 50; m < 54; m++)
                {
                    Item item = player.inventory[m];
                    if (item != null && BaseUtility.InArray(types, item.type, ref countIndex) && item.stack >= counts[countIndex])
                    {
                        index = m; return(true);
                    }
                }
            }
            if (includeAmmo)
            {
                for (int m = 54; m < 58; m++)
                {
                    Item item = player.inventory[m];
                    if (item != null && BaseUtility.InArray(types, item.type, ref countIndex) && item.stack >= counts[countIndex])
                    {
                        index = m; return(true);
                    }
                }
            }
            for (int m = 0; m < 50; m++)
            {
                Item item = player.inventory[m];
                if (item != null && BaseUtility.InArray(types, item.type, ref countIndex) && item.stack >= counts[countIndex])
                {
                    index = m; return(true);
                }
            }
            return(false);
        }
Ejemplo n.º 2
0
        /*
         * Returns the total itemstack sum of a specific item in the player's inventory.
         *
         * typeIsAmmo : If true, types are considered ammo types. Else, types are considered item types.
         */
        public static int GetItemstackSum(Player player, int[] types, bool typeIsAmmo = false, bool includeAmmo = false, bool includeCoins = false)
        {
            int stackCount = 0;

            if (includeCoins)
            {
                for (int m = 50; m < 54; m++)
                {
                    Item item = player.inventory[m];
                    if (item != null && (typeIsAmmo ? BaseUtility.InArray(types, item.ammo) : BaseUtility.InArray(types, item.type)))
                    {
                        stackCount += item.stack;
                    }
                }
            }
            if (includeAmmo)
            {
                for (int m = 54; m < 58; m++)
                {
                    Item item = player.inventory[m];
                    if (item != null && (typeIsAmmo ? BaseUtility.InArray(types, item.ammo) : BaseUtility.InArray(types, item.type)))
                    {
                        stackCount += item.stack;
                    }
                }
            }
            for (int m = 0; m < 50; m++)
            {
                Item item = player.inventory[m];
                if (item != null && (typeIsAmmo ? BaseUtility.InArray(types, item.ammo) : BaseUtility.InArray(types, item.type)))
                {
                    stackCount += item.stack;
                }
            }
            return(stackCount);
        }