Ejemplo n.º 1
0
        protected virtual void set_text_color(Game_Actor actor, Data_Equipment item)
        {
            bool useable;

            if (item.is_weapon)
            {
                useable = actor.is_equippable(item as Data_Weapon);
            }
            else
            {
                useable = actor.prf_check(item) && ((item as Data_Item).Promotes.Count == 0) || Combat.can_use_item(actor, item.Id, false);
            }

            set_text_color(useable);
        }
Ejemplo n.º 2
0
        protected virtual void set_text_color(Game_Actor actor, Data_Equipment item, Item_Data item_data, int price)
        {
            bool useable;

            if (item.is_weapon && actor != null)
            {
                useable = actor.is_equippable(item as Data_Weapon);
            }
            else
            {
                useable = true;
            }

            set_text_color(useable, buyable_text(price, item_data));
        }
Ejemplo n.º 3
0
        internal void optimize_inventory(Game_Actor actor)
        {
            // Store all items; if after getting an inventory the convoy is overfull,
            // readd old items to make space
            List <Item_Data> given_items = new List <Item_Data>();

            for (int i = actor.num_items - 1; i >= 0; i--)
            {
                // Don't give items that can't be given
                var item = actor.whole_inventory[i];
                if (!item.blank_item && actor.can_give(item))
                {
                    Data.Add(item);
                    given_items.Insert(0, item);
                    actor.discard_item(i);
                }
            }

            var weapon_types = Global.weapon_types
                               .OrderByDescending(x => actor.weapon_levels(x))
                               .ToList();
            var valid_items = Data.Where(x => actor.can_take(x));
            var weapons     = valid_items
                              .Where(x => x.is_weapon && !x.to_weapon.is_staff())
                              .GroupBy(x => x.Id)
                              .SelectMany(x => x.OrderByDescending(y => y.Uses))
                              .Where(x => actor.is_equippable(x.to_weapon))
                              .ToList();
            var staves = valid_items
                         .Where(x => x.is_weapon && x.to_weapon.is_staff())
                         .GroupBy(x => x.Id)
                         .SelectMany(x => x.OrderByDescending(y => y.Uses))
                         .Where(x => actor.is_equippable(x.to_weapon))
                         .ToList();
            var items = valid_items
                        .Where(x => x.is_item)
                        .GroupBy(x => x.Id)
                        .SelectMany(x => x.OrderByDescending(y => y.Uses))
                        .Where(x => actor.is_useable(x.to_item))
                        .ToList();

            // Vanilla weapon
            optimize_weapon(InventoryOptimizePasses.VanillaWeapon, actor, weapon_types, weapons);
            // Healing Items
            if (actor.can_dance_skill())
            {
                optimize_item(InventoryOptimizePasses.DanceRing, actor, items);
            }
            bool staff = false;

            if (actor.can_staff())
            {
                if (optimize_staff(InventoryOptimizePasses.HealingStaff, actor, weapon_types, staves))
                {
                    staff = true;
                }
                if (optimize_staff(InventoryOptimizePasses.StatusStaff, actor, weapon_types, staves))
                {
                    staff = true;
                }
                if (optimize_staff(InventoryOptimizePasses.UtilityStaff, actor, weapon_types, staves))
                {
                    staff = true;
                }
            }
            if (!staff)
            {
                // Ranged weapon
                optimize_weapon(InventoryOptimizePasses.RangedWeapon, actor, weapon_types, weapons);
                // Effect weapon
                optimize_weapon(InventoryOptimizePasses.EffectWeapon, actor, weapon_types, weapons);
                // Backup weapon
                if (actor.weapon_types().Count > 1 && actor.items.Any(x => x.is_weapon))
                {
                    WeaponType equipped = actor.items.First(x => x.is_weapon).to_weapon.main_type();
                    if (actor.items.Where(x => x.is_weapon).All(x => x.to_weapon.main_type() == equipped))
                    {
                        optimize_weapon(InventoryOptimizePasses.BackupWeapon, actor, weapon_types, weapons);
                    }
                }
            }
            else
            {
                if (!optimize_weapon(InventoryOptimizePasses.EffectWeapon, actor, weapon_types, weapons))
                {
                    optimize_weapon(InventoryOptimizePasses.RangedWeapon, actor, weapon_types, weapons);
                }
            }
            // Accessories
            optimize_item(InventoryOptimizePasses.Accessory, actor, items);
            // Healing Items
            optimize_item(InventoryOptimizePasses.HealingItem, actor, items);

            // If the convoy is overfull
            while (Data.Count > this.convoy_size && !actor.is_full_items && given_items.Any())
            {
                var item = given_items[0];
                given_items.RemoveAt(0);
                int index = Data.IndexOf(item);
                if (index != -1)
                {
                    actor.gain_item(Data[index]);
                    Data.RemoveAt(index);
                }
            }
        }