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124
scripts/other/inventory.py
Executable file
124
scripts/other/inventory.py
Executable file
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##### NOTE, ALWAYS CALL ' CHANGE SETTINGS ' AFTER EVERY METHOD
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##### THIS HELPS FIX THE BUGGY GUI SYSTEM
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##### NOTE: YOU NEED TO IMPORT * FROM ItemIDs INTERFACE!
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####################################################
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# _____ _ #
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# |_ _| | | #
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# | | _ ____ _____ _ __ | |_ ___ _ __ _ _ #
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# | | | '_ \ \ / / _ \ '_ \| __/ _ \| '__| | | | #
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# _| |_| | | \ V / __/ | | | || (_) | | | |_| | #
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# |_____|_| |_|\_/ \___|_| |_|\__\___/|_| \__, | #
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# __/ | #
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# |___/ #
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####################################################
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############### ADDING AND REMOVING ITEMS #######################
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def drop_item(itemId, quantity, durability, slotNumber):
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#Make sure items can be dropped:
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for i in Player.inventorySlots:
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if i.itemId == itemId and i.quantity <= 0: return
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#Create new dropped item to be shown on ground
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DroppedItem.dropItemsWithOffsetAsStack(itemId, quantity, 10, Player.center.x, Player.center.y, durability)
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# Remove the item from the inventory
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remove_item_with_slot_number(itemId, quantity, slotNumber)
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Inventory.changeSettings()
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def remove_item(itemId, quantity):
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for slot in Player.inventorySlots:
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if slot.itemId == itemId:
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temp = slot.quantity
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slot.quantity -= quantity
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quantity -= temp
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slot.mouseClicked = 0
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if slot.quantity <= 0: slot.itemId = slot.quantity = slot.durability = 0
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# if the amount of things to remove has been satisfied
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if quantity <= 0: break
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Inventory.changeSettings()
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def remove_item_with_slot_number(itemId, quantity, slotNumber):
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for i in Player.inventorySlots:
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if i.slotNumber == slotNumber:
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if i.itemId == itemId:
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i.quantity -= quantity
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i.mouseClicked = False
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if i.quantity <= 0: i.itemId = i.quantity = i.durability = 0
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break
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Inventory.changeSettings()
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def remove_equipment(itemId, quantity, slotNumber):
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for i in Player.equipmentSlots:
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if i.slotNumber == slotNumber:
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if i.itemId == itemId:
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i.quantity -= quantity
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#### FOR LIGHTS, TORCHES etc
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if i.itemId == TORCH: Player.playerLights.remove(Player.torchLight)
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if i.quantity <= 0: i.itemId = i.quantity = 0
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i.durability = 0
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i.mouseClicked = False
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break
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Inventory.changeSettings()
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def add_item(itemId, quantity, durability):
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# CANT ADD ITEM IF THE INVEN IS FULL
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if inventory_is_full(itemId, quantity): return
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# IF THE ITEM IS STACKABLE, RUN THIS LOOP
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if InvenHelper.isStackable(itemId):
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for i in Player.inventorySlots:
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if i.itemId == itemId and (i.quantity + quantity) <= InvenHelper.getStackableAmount(itemId):
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i.mouseClicked = False
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i.quantity += quantity
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Inventory.changeSettings()
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return
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# IF THE ITEM IS NOT STACKABLE, OR FAILED THE ABOVE LOOP, RUN THIS LOOP
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for i in Player.inventorySlots:
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if(i.itemId == 0):
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i.mouseClicked = False
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i.itemId = itemId
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i.quantity = quantity
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i.durability = durability
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i.equippable = InvenHelper.isEquippable(itemId)
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Inventory.changeSettings()
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return
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############### END ADDING AND REMOVING ITEMS #################################################################
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################ MISC ##################################################################################
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def inventory_is_full(itemId, quantity):
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if InvenHelper.isStackable(itemId): # IF ITEM IS STACKABLE, RUN THIS LOOP
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for slot in Player.inventorySlots:
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# CHECK IF THE (QUANTITY + THE ADDED QUANTITY) IS <= THE MAX QUANTITY
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WOULD_BE_QUANTITY = slot.quantity + quantity
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if slot.itemId == itemId and WOULD_BE_QUANTITY <= InvenHelper.getStackableAmount(itemId): return False
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# IF IT IS NOT STACKABLE, OR THE ITEM FAILED THE FIRST LOOP, RUN THIS LOOP
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for slot in Player.inventorySlots:
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if slot.itemId == NULL_ITEM: return False
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# IF NONE OF THE ABOVE CONDITIONS COULD BE MET, THE INVENTORY MUST BE FULL
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return True
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def inventory_contains(itemId, quantity):
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count = 0
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for slot in Player.inventorySlots:
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if slot.itemId == itemId: count += slot.quantity
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return count >= quantity
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############## END MISC #######################################################################################
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