/// <summary>
        /// Checks to see if the specified item should drop to the loot bag based on current rules.
        /// </summary>
        /// <param name="item">item to drop</param>
        /// <returns>true if should drop, false otherwise</returns>
        protected bool ShouldDrop(CharacterItem item)
        {
            if (playerDB.CacheFilterLootItems.Count == 0)
            {
                return(true);
            }

            if (playerDB.lootBagItemFilterBehavior == LootBagFilterBehavior.Inclusive)
            {
                foreach (LootBagFilterItem fi in playerDB.CacheFilterLootItems)
                {
                    if (item.GetItem().DataId == fi.item.DataId)
                    {
                        if (fi.dropRate >= 1 || Random.value < fi.dropRate)
                        {
                            return(true);
                        }
                    }
                }
            }
            else
            {
                bool inFilter = false;
                foreach (LootBagFilterItem fi in playerDB.CacheFilterLootItems)
                {
                    if (item.GetItem().DataId == fi.item.DataId)
                    {
                        inFilter = true;
                        break;
                    }
                }
                return(!inFilter);
            }
            return(false);
        }
Example #2
0
        protected virtual void NetFuncSellItem(short index, short amount)
        {
            if (IsDead() ||
                index >= nonEquipItems.Count)
            {
                return;
            }

            if (currentNpcDialog == null || currentNpcDialog.type != NpcDialogType.Shop)
            {
                return;
            }

            CharacterItem nonEquipItem = nonEquipItems[index];

            if (!nonEquipItem.NotEmptySlot() || amount > nonEquipItem.amount)
            {
                return;
            }

            Item item = nonEquipItem.GetItem();

            if (this.DecreaseItemsByIndex(index, amount))
            {
                gameplayRule.IncreaseCurrenciesWhenSellItem(this, item, amount);
            }
        }
Example #3
0
        public bool CanAssignCharacterItem(CharacterItem characterItem)
        {
            if (characterItem == null)
            {
                return(false);
            }
            Item item = characterItem.GetItem();

            if (item != null && characterItem.level > 0 && characterItem.amount > 0 &&
                (item.IsPotion() || item.IsBuilding() || item.IsPet()))
            {
                return(true);
            }
            return(false);
        }
        public void ReduceAmmo(CharacterItem weapon, bool isLeftHand, out Dictionary <DamageElement, MinMaxFloat> increaseDamges)
        {
            increaseDamges = null;
            // Avoid null data
            if (weapon == null)
            {
                return;
            }

            Item weaponItem = weapon.GetWeaponItem();

            if (weaponItem.ammoCapacity <= 0)
            {
                // Ammo capacity is 0 so reduce ammo from inventory
                Dictionary <CharacterItem, short> decreaseAmmoItems;
                if (this.DecreaseAmmos(weaponItem.WeaponType.requireAmmoType, 1, out decreaseAmmoItems))
                {
                    KeyValuePair <CharacterItem, short> firstEntry = decreaseAmmoItems.FirstOrDefault();
                    CharacterItem ammoCharacterItem = firstEntry.Key;
                    Item          ammoItem          = ammoCharacterItem.GetItem();
                    if (ammoItem != null && firstEntry.Value > 0)
                    {
                        // Ammo level always 1 and its bonus rate always 1
                        increaseDamges = ammoItem.GetIncreaseDamages(1, 1f);
                    }
                }
            }
            else
            {
                // Ammo capacity more than 0 reduce loaded ammo
                if (weapon.ammo > 0)
                {
                    weapon.ammo--;
                    EquipWeapons equipWeapons = EquipWeapons;
                    if (isLeftHand)
                    {
                        equipWeapons.leftHand = weapon;
                    }
                    else
                    {
                        equipWeapons.rightHand = weapon;
                    }
                    EquipWeapons = equipWeapons;
                }
            }
        }
    public static bool IncreaseItems(IList <CharacterItem> itemList, CharacterItem addingItem)
    {
        // If item not valid
        if (!addingItem.NotEmptySlot())
        {
            return(false);
        }

        Item  itemData = addingItem.GetItem();
        short amount   = addingItem.amount;

        short maxStack = itemData.maxStack;
        Dictionary <int, CharacterItem> emptySlots = new Dictionary <int, CharacterItem>();
        Dictionary <int, CharacterItem> changes    = new Dictionary <int, CharacterItem>();
        // Loop to all slots to add amount to any slots that item amount not max in stack
        CharacterItem tempNonEquipItem;

        for (int i = 0; i < itemList.Count; ++i)
        {
            tempNonEquipItem = itemList[i];
            if (!tempNonEquipItem.NotEmptySlot())
            {
                // If current entry is not valid, add it to empty list, going to replacing it later
                emptySlots[i] = tempNonEquipItem;
            }
            else if (tempNonEquipItem.dataId == addingItem.dataId)
            {
                // If same item id, increase its amount
                if (tempNonEquipItem.amount + amount <= maxStack)
                {
                    tempNonEquipItem.amount += amount;
                    changes[i] = tempNonEquipItem;
                    amount     = 0;
                    break;
                }
                else if (maxStack - tempNonEquipItem.amount >= 0)
                {
                    amount -= (short)(maxStack - tempNonEquipItem.amount);
                    tempNonEquipItem.amount = maxStack;
                    changes[i] = tempNonEquipItem;
                }
            }
        }

        // Adding item to new slots or empty slots if needed
        CharacterItem tempNewItem;

        if (changes.Count == 0 && emptySlots.Count > 0)
        {
            // If there are no changes and there are an empty entries, fill them
            foreach (int emptySlotIndex in emptySlots.Keys)
            {
                tempNewItem = addingItem.Clone();
                short addAmount = 0;
                if (amount - maxStack >= 0)
                {
                    addAmount = maxStack;
                    amount   -= maxStack;
                }
                else
                {
                    addAmount = amount;
                    amount    = 0;
                }
                tempNewItem.amount      = addAmount;
                changes[emptySlotIndex] = tempNewItem;
                if (amount == 0)
                {
                    break;
                }
            }
        }

        // Apply all changes
        foreach (KeyValuePair <int, CharacterItem> change in changes)
        {
            itemList[change.Key] = change.Value;
        }

        // Add new items to new slots
        while (amount > 0)
        {
            tempNewItem = addingItem.Clone();
            short addAmount = 0;
            if (amount - maxStack >= 0)
            {
                addAmount = maxStack;
                amount   -= maxStack;
            }
            else
            {
                addAmount = amount;
                amount    = 0;
            }
            tempNewItem.amount = addAmount;
            itemList.Add(tempNewItem);
            if (amount == 0)
            {
                break;
            }
        }
        return(true);
    }
 public static bool NotEmptySlot(this CharacterItem data)
 {
     return(!data.IsEmpty() && data.GetItem() != null && data.amount > 0);
 }