Files
Nihilne/scripts/other/inventory.py
Mitch Weaver 5afa2e0456 initial commit
2017-11-26 03:18:13 +01:00

124 lines
4.8 KiB
Python
Executable File

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