/** * 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); }
/* * 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); }
public static int GoreType(this Mod mod, string name, IDictionary <string, int> gores = null) { return(BaseUtility.CheckForGore(mod, name, gores)); }
public static bool HasAllItems(Player player, int[] types, ref int[] indicies, 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[] indexArray = new int[types.Length]; bool[] foundItem = new bool[types.Length]; if (includeCoins) { for (int m = 50; m < 54; m++) { for (int m2 = 0; m2 < types.Length; m2++) { if (foundItem[m2]) { continue; } Item item = player.inventory[m]; if (item != null && item.type == types[m2] && item.stack >= counts[m2]) { foundItem[m2] = true; indexArray[m2] = m; } } } } if (includeAmmo) { for (int m = 54; m < 58; m++) { for (int m2 = 0; m2 < types.Length; m2++) { if (foundItem[m2]) { continue; } Item item = player.inventory[m]; if (item != null && item.type == types[m2] && item.stack >= counts[m2]) { foundItem[m2] = true; indexArray[m2] = m; } } } } for (int m = 0; m < 50; m++) { for (int m2 = 0; m2 < types.Length; m2++) { if (foundItem[m2]) { continue; } Item item = player.inventory[m]; if (item != null && item.type == types[m2] && item.stack >= counts[m2]) { foundItem[m2] = true; indexArray[m2] = m; } } } foreach (bool f in foundItem) { if (!f) { return(false); } } return(true); }
/* * Tints the light color according to the buff color given. (prevents 'darkness' occuring if more than one is applied) */ public static Color BuffColorize(Color buffColor, Color lightColor) { Color color2 = BaseUtility.ColorBrightnessClamp(buffColor, lightColor); return(BaseUtility.ColorClamp(BaseUtility.Colorize(buffColor, lightColor), color2)); }