public static bool IsItemUseable(BaseInventory inventoryContext) { //Never auto-use from the ground if (inventoryContext == null) { return(false); } //List of Contexts where it is not okay to auto-use List <int> invalidContexts = new List <int> { BaseInventory.INVENTORY_TYPE_BUYIER, BaseInventory.INVENTORY_TYPE_CRAFTING, BaseInventory.INVENTORY_TYPE_NONE, BaseInventory.INVENTORY_TYPE_NPC, BaseInventory.INVENTORY_TYPE_SHOP }; if (invalidContexts.Contains(inventoryContext.inventoryType)) { return(false); } //Other selection may happen here return(true); }
public FruitTree(BuildingDef def, string layerName, MapSpot anchor, IMapController controller, MapRotation rotation) : base(def, layerName, anchor, controller, rotation) { _stageLengths = new List <Dictionary <string, int> >(); _stageLengths.Add(new Dictionary <string, int> { { "HOUR", 1 } }); _stageLengths.Add(new Dictionary <string, int> { { "HOUR", 1 } }); _stageLengths.Add(new Dictionary <string, int> { { "HOUR", 1 } }); var outputConfif = new InventoryConfig() { CanProvideItems = true, CanReceiveItems = false, HasMassLimit = false, MaxMass = -1, RespectsStackLimit = false }; var timeKeeper = GameMaster.Instance.GetController <ITimeKeeper>(); _timeKeeper = timeKeeper; _finishDate = timeKeeper.ProjectTime(_stageLengths[0]); _outputInventory = new DefaultInventory(GameMaster.Instance.GetController <IItemController>(), this, outputConfif); }
public override void Respawn() { SetModel("models/citizen/citizen.vmdl"); // // Use WalkController for movement (you can make your own PlayerController for 100% control) // Controller = new RunnerPlayerController(); // // Use StandardPlayerAnimator (you can make your own PlayerAnimator for 100% control) // Animator = new StandardPlayerAnimator(); // // Use ThirdPersonCamera (you can make your own Camera for 100% control) // CameraMode = new FirstPersonCamera(); Inventory = new BaseInventory(this); EnableAllCollisions = true; EnableDrawing = true; EnableHideInFirstPerson = true; EnableShadowInFirstPerson = true; base.Respawn(); }
public SearchSlotId(bool inclBank) { Container = null; Slot = 0; InclBank = inclBank; SearchPos = 0; }
/// <summary> /// Try to loot the item at the given index of the current loot /// </summary> /// <returns>The looted Item or null if Item could not be taken</returns> public void TakeItem(LooterEntry entry, uint index, BaseInventory targetCont, int targetSlot) { LootItem lootItem = (LootItem)null; try { Character owner = entry.Owner; if (owner == null || (long)index >= (long)this.Items.Length) { return; } lootItem = this.Items[index]; InventoryError itemConditions = this.CheckTakeItemConditions(entry, lootItem); if (itemConditions == InventoryError.OK) { this.HandoutItem(owner, lootItem, targetCont, targetSlot); } else { ItemHandler.SendInventoryError((IPacketReceiver)owner.Client, (Item)null, (Item)null, itemConditions); } } catch (Exception ex) { LogUtil.ErrorException(ex, "{0} threw an Exception while looting \"{1}\" (index = {2}) from {3}", (object)entry.Owner, (object)lootItem, (object)index, (object)targetCont); } }
/// <summary> /// Try to loot the item at the given index of the current loot /// </summary> /// <returns>The looted Item or null if Item could not be taken</returns> public void TakeItem(LooterEntry entry, uint index, BaseInventory targetCont, int targetSlot) { LootItem lootItem = null; try { var chr = entry.Owner; if (chr != null && index < Items.Length) { lootItem = Items[index]; var err = CheckTakeItemConditions(entry, lootItem); if (err == InventoryError.OK) { HandoutItem(chr, lootItem, targetCont, targetSlot); } else { ItemHandler.SendInventoryError(chr.Client, null, null, err); } } } catch (Exception e) { LogUtil.ErrorException(e, "{0} threw an Exception while looting \"{1}\" (index = {2}) from {3}", entry.Owner, lootItem, index, targetCont); } }
public void SetTrackedInventory(BaseInventory inventory) { _tracked_inventory = inventory; if (tracking) { placed_pieces = new int[Database.base_pieces.max_id + 1]; placed_groups = new int[Database.enemy_groups.max_id + 1]; } }
/// <summary> /// Hands out the given LootItem to the given Character. /// </summary> /// <remarks>Adds the given container at the given slot or -if not specified- to the next free slot</remarks> /// <param name="chr"></param> /// <param name="lootItem"></param> /// <param name="targetCont"></param> /// <param name="targetSlot"></param> public void HandoutItem(Character chr, LootItem lootItem, BaseInventory targetCont, int targetSlot) { InventoryError err; var multiLooters = lootItem.MultiLooters; int amount; if (targetCont != null) { // specific slot amount = lootItem.Amount; if (!targetCont.IsValidSlot(targetSlot) || targetCont.Items[targetSlot] != null) { // slot is not valid or occupied err = targetCont.TryAdd(lootItem.Template, ref amount, ItemReceptionType.Loot); } else { err = targetCont.TryAdd(lootItem.Template, ref amount, targetSlot, ItemReceptionType.Loot); } } else { // auto loot amount = lootItem.Amount; //err = chr.Inventory.TryAdd(lootItem.Template, ref amount); err = chr.Inventory.TryAdd(lootItem.Template, ref amount, ItemReceptionType.Loot); } if (err == InventoryError.OK) { if (amount < lootItem.Amount && multiLooters == null) { // Only a part of the item stack was added, a part remains // TODO: Amount changed, but amount displayed to looters is still the same (SMSG_LOOT_ITEM_NOTIFY?) lootItem.Amount = amount; } if (multiLooters != null) { multiLooters.Remove(chr.LooterEntry); } if (multiLooters == null || multiLooters.Count == 0) { RemoveItem(lootItem); } chr.Achievements.CheckPossibleAchievementUpdates(Constants.Achievements.AchievementCriteriaType.LootItem, (uint)lootItem.Template.ItemId, (uint)lootItem.Amount); } else { ItemHandler.SendInventoryError(chr.Client, null, null, err); } }
private void BinarySerialize(BaseInventory inventory) { var serializedFile = Path.GetTempPath() + string.Format("/__InventoryTest__.bin"); IFormatter formatter = new BinaryFormatter(); Stream stream = new FileStream(serializedFile, FileMode.Create, FileAccess.Write, FileShare.None); formatter.Serialize(stream, inventory); stream.Close(); }
public static void ConvertInventory(BaseInventory inventory) { //Replaces each item in each slot with a useable version for (int i = 0; i < inventory.slots.Count; i++) { for (int itemNo = 0; itemNo < inventory.slots[i].items.Count; itemNo++) { BaseItem item = inventory.slots[i].items[itemNo]; inventory.slots[i].items[itemNo] = ConvertToUseable(item); } } }
void Start() { player_rigidbody2D = this.GetComponent<Rigidbody2D>(); player_animator = this.GetComponent<Animator>(); //player_collider = this.GetComponent<Collider2D>(); //interactableList = this.GetComponent<InteractableList>(); playerInventory = this.GetComponent<BaseInventory>(); player_rigidbody2D.freezeRotation = true; playerInventory.AddItemToInventory("Old Sword"); playerInventory.AddItemToInventory("Steel Sword"); playerInventory.AddItemToInventory("Infernal Sword"); }
private BaseInventory BinaryDeserialize(BaseInventory stats) { var serializedFile = Path.GetTempPath() + string.Format("/__InventoryTest__.bin"); IFormatter formatter = new BinaryFormatter(); Stream stream = new FileStream(serializedFile, FileMode.Open, FileAccess.Read, FileShare.Read); BaseInventory serializedStats = (BaseInventory)formatter.Deserialize(stream); stream.Close(); File.Delete(serializedFile); return(serializedStats); }
private void TestInventory(BaseInventory original, BaseInventory serialized) { var items = original.Items.GetEnumerator(); var quantities = original.Quantities.GetEnumerator(); var serializedItems = serialized.Items.GetEnumerator(); var serializedQuantities = serialized.Quantities.GetEnumerator(); while (items.MoveNext() && quantities.MoveNext() && serializedItems.MoveNext() && serializedQuantities.MoveNext()) { Assert.AreEqual(items.Current, serializedItems.Current); Assert.AreEqual(quantities.Current, serializedQuantities.Current); } }
private bool CheckFreeSlots(IList <SimpleSlotId> myFreeSlots, Item[] items) { bool flag = true; int index1 = 0; for (int index2 = 0; index2 < 6; ++index2) { if (items[index2] != null) { if (myFreeSlots.Count <= index1) { flag = false; break; } int slot = myFreeSlots[index1].Slot; BaseInventory container = myFreeSlots[index1].Container; IItemSlotHandler handler = container.GetHandler(slot); InventoryError err = InventoryError.OK; handler.CheckAdd(slot, items[index2].Amount, items[index2], ref err); if (err != InventoryError.OK) { flag = false; break; } int amount = items[index2].Amount; container.CheckUniqueness(items[index2], ref amount, ref err, true); if (err != InventoryError.OK) { flag = false; break; } ++index1; } } if (!flag) { m_chr.SendSystemMessage("You don't have enough free slots"); m_otherWindow.m_chr.SendSystemMessage("Other party doesn't have enough free slots"); SendStatus(TradeStatus.StateChanged, true); } return(flag); }
/// <summary> /// Display the Model in the Editor.</summary> void DrawInventory(BaseInventory inventory) { var items = inventory.Items.GetEnumerator(); var quantities = inventory.Quantities.GetEnumerator(); while (items.MoveNext() && quantities.MoveNext()) { EditorGUILayout.BeginHorizontal("box"); EditorGUILayout.LabelField(ItemDatabase.GetItemById(items.Current).Name, GUILayout.Width(133)); EditorGUILayout.LabelField("x" + quantities.Current.ToString(), GUILayout.Width(30)); if (GUILayout.Button("+", GUILayout.Width(18))) { inventory.AddItem(items.Current, 1); EditorUtility.SetDirty(target); EditorGUILayout.EndHorizontal(); } else if (GUILayout.Button("-", GUILayout.Width(18))) { inventory.RemoveItem(items.Current, 1); EditorUtility.SetDirty(target); EditorGUILayout.EndHorizontal(); } else if (GUILayout.Button("X", GUILayout.Width(18))) { inventory.RemoveItem(items.Current, quantities.Current); EditorUtility.SetDirty(target); EditorGUILayout.EndHorizontal(); break; } else { EditorGUILayout.EndHorizontal(); } } //if (GUILayout.Button("Reset")) //{ // inventory.Reset(); // EditorUtility.SetDirty(inventory); //} }
/// <summary> /// Reset and initialize the entire view based on the given Inventory.</summary> private void InitFromInventory(BaseInventory inventory) { // Reset the inventory foreach (KeyValuePair <int, SlottableItem> entry in _items) { Destroy(entry.Value.gameObject); } _items.Clear(); NumberOfSlots = inventory.ItemCount; ResetSlots(); // Add the Items from the Inventory var items = inventory.Items.GetEnumerator(); var quantities = inventory.Quantities.GetEnumerator(); while (items.MoveNext() && quantities.MoveNext()) { AddItem(items.Current, quantities.Current); } }
/// <summary> /// Display the Model in the Editor.</summary> void DrawInventory(BaseInventory inventory, Loot loot) { for (int i = 0; i < loot._serializedInventoryItems.Length; i++) { int item = loot._serializedInventoryItems[i]; int quantity = loot._serializedInventoryQuantities[i]; EditorGUILayout.BeginHorizontal("box"); EditorGUILayout.LabelField(ItemDatabase.GetItemById(item).Name, GUILayout.Width(133)); EditorGUILayout.LabelField("x" + quantity.ToString(), GUILayout.Width(30)); if (GUILayout.Button("+", GUILayout.Width(18))) { inventory.AddItem(item, 1); EditorUtility.SetDirty(target); loot.OnBeforeSerialize(); EditorGUILayout.EndHorizontal(); } else if (GUILayout.Button("-", GUILayout.Width(18))) { inventory.RemoveItem(item, 1); EditorUtility.SetDirty(target); loot.OnBeforeSerialize(); EditorGUILayout.EndHorizontal(); } else if (GUILayout.Button("X", GUILayout.Width(18))) { inventory.RemoveItem(item, quantity); EditorUtility.SetDirty(target); loot.OnBeforeSerialize(); EditorGUILayout.EndHorizontal(); break; } else { EditorGUILayout.EndHorizontal(); } } }
/// <summary>Hands out the given LootItem to the given Character.</summary> /// <remarks>Adds the given container at the given slot or -if not specified- to the next free slot</remarks> /// <param name="chr"></param> /// <param name="lootItem"></param> /// <param name="targetCont"></param> /// <param name="targetSlot"></param> public void HandoutItem(Character chr, LootItem lootItem, BaseInventory targetCont, int targetSlot) { }
public ExtractionPlayer() { Inventory = new BaseInventory(this); }
/// <summary> /// Opens the <c>BaseInventory</c> -> <paramref name="inventory"/> /// </summary> /// <param name="inventory">Inventory to open</param> public void InventoryOpened(BaseInventory inventory) { InventoryManager.OpenInventory = inventory; InventoryManager.IsInventoryOpen = true; }
public DeathmatchPlayer() { Inventory = new BaseInventory(this); EnableClientsideAnimation = true; }
/// <summary> /// Hands out the given LootItem to the given Character. /// </summary> /// <remarks>Adds the given container at the given slot or -if not specified- to the next free slot</remarks> /// <param name="chr"></param> /// <param name="lootItem"></param> /// <param name="targetCont"></param> /// <param name="targetSlot"></param> public void HandoutItem(Character chr, LootItem lootItem, BaseInventory targetCont, int targetSlot) { InventoryError err; var multiLooters = lootItem.MultiLooters; int amount; if (targetCont != null) { // specific slot amount = lootItem.Amount; if (!targetCont.IsValidSlot(targetSlot)) { err = targetCont.TryAdd(lootItem.Template, ref amount, true); } else { err = targetCont.TryAdd(lootItem.Template, ref amount, targetSlot, true); } } else { // auto loot amount = lootItem.Amount; //err = chr.Inventory.TryAdd(lootItem.Template, ref amount); err = chr.Inventory.TryAdd(lootItem.Template, ref amount); } if (err == InventoryError.OK) { if (amount < lootItem.Amount && multiLooters == null) { // Only a part of the item stack was added, a part remains // TODO: Amount changed, but amount displayed to looters is still the same (SMSG_LOOT_ITEM_NOTIFY?) lootItem.Amount = amount; } if (multiLooters != null) { multiLooters.Remove(chr.LooterEntry); } if (multiLooters == null || multiLooters.Count == 0) { RemoveItem(lootItem); } } else { ItemHandler.SendInventoryError(chr.Client, null, null, err); } }
public void BuyItem(Character chr, uint itemEntryId, BaseInventory bag, int amount, int slot) { if (!CheckVendorInteraction(chr)) return; var item = GetVendorItem(itemEntryId); if (item == null) return; amount = Math.Max(amount, 1); if (item.BuyStackSize > 0) { amount = amount * item.BuyStackSize; } uint price; var buyErr = CanPlayerBuyItem(chr, item, amount, out price); if (buyErr != BuyItemError.Ok) { NPCHandler.SendBuyError(chr, NPC, item.Template.ItemId, buyErr); return; } BaseInventory inv = chr.Inventory; InventoryError err; if (inv.IsValidSlot(slot)) { err = inv.TryAdd(item.Template, ref amount, slot); } else { // count will be set to the actual amount of items that found space in the inventory // if not all could be added, err contains the reason why err = inv.TryAdd(item.Template, ref amount); } if (err != InventoryError.OK) { ItemHandler.SendInventoryError(chr.Client, null, null, err); } if (amount <= 0) { // Nothing was purchased // Should usually never happen, but just to make sure ItemHandler.SendInventoryError(chr.Client, null, null, InventoryError.INVENTORY_FULL); return; } chr.Money -= (price * (uint)amount); // we already checked that our money is sufficient if (item.ExtendedCostEntry != null) { var exCost = item.ExtendedCostEntry; chr.HonorPoints -= exCost.HonorCost; chr.ArenaPoints -= exCost.ArenaPointCost; foreach (var reqItem in exCost.RequiredItems) { if (reqItem.Id == ItemId.None) { break; } if (!chr.Inventory.RemoveByItemId(reqItem.Id, reqItem.Cost, false)) { // should not happen LogManager.GetCurrentClassLogger().Warn("Unable to remove required item \"{0}\" from player \"{1}\" when purchasing item: {2}", reqItem.Template, chr, item.Template); } } } // manage stock int remainingAmount; if (item.RemainingStockAmount != UnlimitedSupply) { // The vendor had a limited supply of this item, update the chr.Client with the new inventory remainingAmount = item.RemainingStockAmount - amount; //NPCHandler.SendVendorInventoryList(chr.Client, NPC.EntityId, ConstructVendorItemList(chr)); } else { remainingAmount = UnlimitedSupply; } // send packet NPCHandler.SendBuyItem(chr.Client, NPC, item.Template.ItemId, amount, remainingAmount); }
public void BuyItem(Character chr, uint itemEntryId, BaseInventory bag, int amount, int slot) { }
public void BuyItem(Character chr, uint itemEntryId, BaseInventory bag, int amount, int slot) { if (!CheckVendorInteraction(chr)) { return; } var item = GetVendorItem(itemEntryId); if (item == null) { return; } amount = Math.Max(amount, 1); if (item.BuyStackSize > 0) { amount = amount * item.BuyStackSize; } uint price; var buyErr = CanPlayerBuyItem(chr, item, amount, out price); if (buyErr != BuyItemError.Ok) { NPCHandler.SendBuyError(chr, NPC, item.Template.ItemId, buyErr); return; } BaseInventory inv = chr.Inventory; InventoryError err; if (inv.IsValidSlot(slot)) { err = inv.TryAdd(item.Template, ref amount, slot); } else { // count will be set to the actual amount of items that found space in the inventory // if not all could be added, err contains the reason why err = inv.TryAdd(item.Template, ref amount); } if (err != InventoryError.OK) { ItemHandler.SendInventoryError(chr.Client, null, null, err); } if (amount <= 0) { // Nothing was purchased // Should usually never happen, but just to make sure ItemHandler.SendInventoryError(chr.Client, null, null, InventoryError.INVENTORY_FULL); return; } chr.Money -= (price * (uint)amount); // we already checked that our money is sufficient if (item.ExtendedCostEntry != null) { var exCost = item.ExtendedCostEntry; chr.HonorPoints -= exCost.HonorCost; chr.ArenaPoints -= exCost.ArenaPointCost; foreach (var reqItem in exCost.RequiredItems) { if (reqItem.Id == ItemId.None) { break; } if (!chr.Inventory.RemoveByItemId(reqItem.Id, reqItem.Cost, false)) { // should not happen LogManager.GetCurrentClassLogger().Warn("Unable to remove required item \"{0}\" from player \"{1}\" when purchasing item: {2}", reqItem.Template, chr, item.Template); } } } // manage stock int remainingAmount; if (item.RemainingStockAmount != UnlimitedSupply) { // The vendor had a limited supply of this item, update the chr.Client with the new inventory remainingAmount = item.RemainingStockAmount - amount; //NPCHandler.SendVendorInventoryList(chr.Client, NPC.EntityId, ConstructVendorItemList(chr)); } else { remainingAmount = UnlimitedSupply; } // send packet NPCHandler.SendBuyItem(chr.Client, NPC, item.Template.ItemId, amount, remainingAmount); }
/// <summary> /// Moves an item from one slot to another. /// Core method for moving items around. /// </summary> public InventoryError TrySwap(BaseInventory srcCont, int srcSlot, BaseInventory destCont, int destSlot) { var err = InventoryError.OK; Item srcItem = null; Item destItem = null; Item occupyingWeapon = null; if (!srcCont.IsValidSlot(srcSlot)) { err = InventoryError.ITEM_NOT_FOUND; } else if (!destCont.IsValidSlot(destSlot)) { err = InventoryError.ITEM_NOT_FOUND2; } else { srcItem = srcCont[srcSlot]; if (srcItem == null) { err = InventoryError.SLOT_IS_EMPTY; } else if (!srcItem.CanBeUsed) { err = InventoryError.CANT_DO_RIGHT_NOW; } else if (!m_owner.CanInteract) { err = InventoryError.CANT_DO_RIGHT_NOW; } else if (srcItem.IsEquippedContainer && !((Container)srcItem).BaseInventory.IsEmpty && !ItemMgr.IsContainerEquipmentSlot(destSlot) && !Owner.GodMode) { err = InventoryError.CAN_ONLY_DO_WITH_EMPTY_BAGS; } else { // check whether the src item may be added to the dest spot if (destCont == this) { if (destSlot == (int)InventorySlot.OffHand) { // unequip 2h weapon when trying to equip offhand weapon (later move to available space if possible) occupyingWeapon = this[EquipmentSlot.MainHand]; if (occupyingWeapon != null && !occupyingWeapon.Template.IsTwoHandWeapon) { occupyingWeapon = null; } } else if (destSlot == (int)InventorySlot.MainHand && srcItem.Template.IsTwoHandWeapon) { // unequip offhand weapon when trying to equip 2h weapon (later move to available space if possible) occupyingWeapon = this[EquipmentSlot.OffHand]; } } destItem = destCont[destSlot]; if (destItem != null) { if (!destItem.CanBeUsed) { err = InventoryError.CANT_DO_RIGHT_NOW; } else { if (occupyingWeapon != null) { // need extra space for occupyingWeapon if (!occupyingWeapon.Unequip()) { err = InventoryError.INVENTORY_FULL; ItemHandler.SendInventoryError(Owner.Client, srcItem, destItem, err); return err; } occupyingWeapon = null; } if (destItem.IsEquippedContainer) { // move into container var cont = ((Container)destItem).BaseInventory; err = cont.CheckAdd(0, destItem, destItem.Amount); if (err != InventoryError.OK) { ItemHandler.SendInventoryError(Owner.Client, srcItem, destItem, err); return err; } var slot = cont.FindFreeSlot(); if (slot == INVALID_SLOT) { // no free slot -> don't do anything return InventoryError.OK; } cont.AddUnchecked(slot, destItem, false); } else { // move to occupied slot var destHandler = destCont.GetHandler(destSlot); var amount = srcItem.Amount; destHandler.CheckAdd(destSlot, amount, srcItem, ref err); if (err == InventoryError.OK) { if (!srcItem.CanStackWith(destItem)) { // check whether the dest item may be added to the src spot var srcHandler = srcCont.GetHandler(srcSlot); srcHandler.CheckAdd(srcSlot, destItem.Amount, destItem, ref err); } } } } } else { // move to empty slot var occupyingWeaponSlot = 0; if (occupyingWeapon != null) { // check whether we can put the occupyingWeapon into srcSlot var srcHandler = srcCont.GetHandler(srcSlot); srcHandler.CheckAdd(srcSlot, occupyingWeapon.Amount, occupyingWeapon, ref err); if (err != InventoryError.OK) { ItemHandler.SendInventoryError(Owner.Client, srcItem, destItem, err); return err; } occupyingWeaponSlot = occupyingWeapon.Slot; occupyingWeapon.Remove(false); } // check whether the src item may be added to the dest spot var destHandler = destCont.GetHandler(destSlot); destHandler.CheckAdd(destSlot, srcItem.Amount, srcItem, ref err); if (err != InventoryError.OK && occupyingWeapon != null) { // put occupying weapon back AddUnchecked(occupyingWeaponSlot, occupyingWeapon, false); } } } } if (err != InventoryError.OK) { ItemHandler.SendInventoryError(Owner.Client, srcItem, destItem, err); } else { SwapUnchecked(srcCont, srcSlot, destCont, destSlot); if (occupyingWeapon != null) { // occupying weapon was removed but not added again srcCont.AddUnchecked(srcSlot, occupyingWeapon, false); } } return err; }
/// <summary> /// Tries to auti-equip an item from the given slot (from within the corresponding cont) /// </summary> public InventoryError TryEquip(BaseInventory cont, int slot) { InventoryError err; Item item = null; if (cont.IsValidSlot(slot)) { item = cont[slot]; if (item != null) { if (!item.IsEquipped) { if (item.Template.EquipmentSlots == null) { err = InventoryError.ITEM_CANT_BE_EQUIPPED; } else { var equipSlot = GetEquipSlot(item.Template, false); if (equipSlot != InventorySlot.Invalid) { return TrySwap(cont, slot, this, (int)equipSlot); } err = InventoryError.INVENTORY_FULL; } } else { err = InventoryError.OK; } } else { err = InventoryError.ITEM_NOT_FOUND; } } else { err = InventoryError.ITEM_NOT_FOUND; } ItemHandler.SendInventoryError(Owner.Client, item, null, err); return err; }
/// <summary> /// Try to loot the item at the given index of the current loot /// </summary> /// <returns>The looted Item or null if Item could not be taken</returns> public void TakeItem(LooterEntry entry, uint index, BaseInventory targetCont, int targetSlot) { var chr = entry.Owner; if (chr != null && index < Items.Length) { var lootItem = Items[index]; var err = MayLoot(entry, lootItem); if (err == InventoryError.OK) { HandoutItem(chr, lootItem, targetCont, targetSlot); } else { ItemHandler.SendInventoryError(chr.Client, null, null, err); } } }
/// <summary> /// Tries to unequip the item at the given slot and put it into the first available slot in the backpack or an equipped cont. /// </summary> public bool Unequip(BaseInventory container, int slot) { var item = container[slot]; if (item == null) { return false; } return item.Unequip(); }
/// <summary> /// Tries to auto-equip an item from the given slot (from within the corresponding cont) /// </summary> public InventoryError TryMove(BaseInventory srcCont, int srcSlot, BaseInventory destCont) { var err = InventoryError.ITEM_NOT_FOUND; Item item = null; if (srcCont.IsValidSlot(srcSlot)) { item = srcCont[srcSlot]; if (item != null) { var slot = destCont.FindFreeSlot(); if (slot != INVALID_SLOT) { return TrySwap(srcCont, srcSlot, destCont, slot); } err = destCont.FullError; } else { err = InventoryError.ITEM_NOT_FOUND; } } ItemHandler.SendInventoryError(Owner.Client, item, null, err); return err; }
public void BuyItem(Character chr, uint itemEntryId, BaseInventory bag, int amount, int slot) { if (!CheckVendorInteraction(chr)) return; var item = GetVendorItem(itemEntryId); if (item == null) return; amount = Math.Max(amount, 1); if (item.BuyStackSize > 0) { amount = amount * item.BuyStackSize; } if (!CheckBuyItem(chr, item, amount)) return; // Does the player have enough money? var price = chr.Reputations.GetDiscountedCost(NPC.Faction.ReputationIndex, item.Template.BuyPrice); if (chr.Money < price) { NPCHandler.SendBuyError(chr, NPC, item.Template.ItemId, BuyItemError.NotEnoughMoney); return; } BaseInventory inv = chr.Inventory; InventoryError err; if (inv.IsValidSlot(slot)) { err = inv.TryAdd(item.Template, ref amount, slot, true); } else { // count will be set to the actual amount of items that found space in the inventory // if not all could be added, err contains the reason why err = inv.TryAdd(item.Template, ref amount); } if (err != InventoryError.OK) { ItemHandler.SendInventoryError(chr.Client, null, null, err); } if (amount <= 0) { // Nothing was purchased // Should usually never happen, but just to make sure ItemHandler.SendInventoryError(chr.Client, null, null, InventoryError.INVENTORY_FULL); return; } chr.Money -= (price * (uint)amount); // we already checked that our money is sufficient if (item.ExtendedCostEntry != null) { var exCost = item.ExtendedCostEntry; chr.HonorPoints -= exCost.HonorCost; chr.ArenaPoints -= exCost.ArenaPointCost; foreach (var reqItem in exCost.RequiredItems) { if (reqItem.Id == ItemId.None) { break; } if (!chr.Inventory.RemoveByItemId(reqItem.Id, reqItem.Cost, false)) { NPCHandler.SendBuyError(chr, NPC, item.Template.ItemId, BuyItemError.NotEnoughMoney); return; } } } int remainingAmount; if (item.RemainingStockAmount != UnlimitedSupply) { // The vendor had a limited supply of this item, update the chr.Client with the new inventory remainingAmount = item.RemainingStockAmount - amount; //NPCHandler.SendVendorInventoryList(chr.Client, NPC.EntityId, ConstructVendorItemList(chr)); } else { remainingAmount = UnlimitedSupply; } NPCHandler.SendBuyItem(chr.Client, NPC, item.Template.ItemId, amount, remainingAmount); }
public InventoryError Split(BaseInventory srcCont, int srcSlot, BaseInventory destCont, int destSlot, int amount) { var err = InventoryError.OK; Item srcItem = null; Item destItem = null; if (!m_owner.CanInteract) { err = InventoryError.ITEMS_CANT_BE_SWAPPED; } else if (!srcCont.IsValidSlot(srcSlot)) { err = InventoryError.ITEM_NOT_FOUND; } else if (!destCont.IsValidSlot(destSlot)) { err = InventoryError.ITEM_NOT_FOUND2; } else { srcItem = srcCont[srcSlot]; if (srcItem == null) { err = InventoryError.ITEM_NOT_FOUND; } else { var template = srcItem.Template; if (!srcItem.CanBeUsed) { err = InventoryError.CANT_DO_RIGHT_NOW; } if (!template.IsStackable) { err = InventoryError.COULDNT_SPLIT_ITEMS; } else if (amount > srcItem.Amount) { err = InventoryError.TRIED_TO_SPLIT_MORE_THAN_COUNT; } else if (amount > 0) { destItem = destCont[destSlot]; if (destItem == null) { // empty target spot var destHandler = destCont.GetHandler(destSlot); destHandler.CheckAdd(destSlot, amount, srcItem, ref err); if (err == InventoryError.OK) { destCont[destSlot] = srcItem.Split(amount); } } else { // occupied target spot if (destItem.IsContainer && destCont == this) { // move to a container var cont = ((Container)destItem).BaseInventory; //var srcAmount = srcItem.Amount; err = cont.TryAddAmount(srcItem, amount, false); } else if (!srcItem.CanStackWith(destItem)) { // move to a different type of Item err = InventoryError.COULDNT_SPLIT_ITEMS; } else { // move ontop of the same type of Item amount = Math.Min(amount, template.MaxAmount - destItem.Amount); srcItem.Amount -= amount; destItem.Amount += amount; } } } } } if (err != InventoryError.OK) { ItemHandler.SendInventoryError(Owner.Client, srcItem, destItem, err); } return err; }
public ProphuntPlayer() { Log.Info("Prophunt Player"); Inventory = new BaseInventory(this); }
public SandboxPlayer() { Inventory = new BaseInventory(this); }