TShock/TShockAPI/NetItem.cs
AkjaHAsLk1IALk0MasH 62b8e5067c Added the `NetItem.Build' method.
The method will create a Terraria.Item instance based on the data from the structure.
2023-05-14 10:13:25 +07:00

227 lines
7.5 KiB
C#

/*
TShock, a server mod for Terraria
Copyright (C) 2011-2019 Pryaxis & TShock Contributors
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Newtonsoft.Json;
using Terraria;
namespace TShockAPI
{
/// <summary>
/// Represents an item.
/// </summary>
[JsonObject(MemberSerialization.OptIn)]
public struct NetItem
{
/// <summary>
/// 40 - The number of slots in a piggy bank
/// </summary>
public static readonly int PiggySlots = 40;
/// <summary>
/// 40 - The number of slots in a safe
/// </summary>
public static readonly int SafeSlots = PiggySlots;
/// <summary>
/// 40 - The number of slots in a forge
/// </summary>
public static readonly int ForgeSlots = SafeSlots;
/// <summary>
/// 40 - The number of slots in a void vault
/// </summary>
public static readonly int VoidSlots = ForgeSlots;
/// <summary>
/// 59 - The size of the player's inventory (inventory, coins, ammo, held item)
/// </summary>
public static readonly int InventorySlots = 59;
/// <summary>
/// 20 - The number of armor slots.
/// </summary>
public static readonly int ArmorSlots = 20;
/// <summary>
/// 5 - The number of other equippable items
/// </summary>
public static readonly int MiscEquipSlots = 5;
/// <summary>
/// 10 - The number of dye slots.
/// </summary>
public static readonly int DyeSlots = 10;
/// <summary>
/// 5 - The number of other dye slots (for <see cref="MiscEquipSlots"/>)
/// </summary>
public static readonly int MiscDyeSlots = MiscEquipSlots;
/// <summary>
/// 1 - The number of trash can slots.
/// </summary>
public static readonly int TrashSlots = 1;
/// <summary>
/// The number of armor slots in a loadout.
/// </summary>
public static readonly int LoadoutArmorSlots = ArmorSlots;
/// <summary>
/// The number of dye slots in a loadout.
/// </summary>
public static readonly int LoadoutDyeSlots = DyeSlots;
/// <summary>
/// 180 - The inventory size (inventory, held item, armour, dies, coins, ammo, piggy, safe, and trash)
/// </summary>
public static readonly int MaxInventory = InventorySlots + ArmorSlots + DyeSlots + MiscEquipSlots + MiscDyeSlots + PiggySlots +
SafeSlots + ForgeSlots + VoidSlots + TrashSlots + (LoadoutArmorSlots * 3) +
(LoadoutDyeSlots * 3);
public static readonly Tuple<int, int> InventoryIndex = new Tuple<int, int>(0, InventorySlots);
public static readonly Tuple<int, int> ArmorIndex = new Tuple<int, int>(InventoryIndex.Item2, InventoryIndex.Item2 + ArmorSlots);
public static readonly Tuple<int, int> DyeIndex = new Tuple<int, int>(ArmorIndex.Item2, ArmorIndex.Item2 + DyeSlots);
public static readonly Tuple<int, int> MiscEquipIndex = new Tuple<int, int>(DyeIndex.Item2, DyeIndex.Item2 + MiscEquipSlots);
public static readonly Tuple<int, int> MiscDyeIndex = new Tuple<int, int>(MiscEquipIndex.Item2, MiscEquipIndex.Item2 + MiscDyeSlots);
public static readonly Tuple<int, int> PiggyIndex = new Tuple<int, int>(MiscDyeIndex.Item2, MiscDyeIndex.Item2 + PiggySlots);
public static readonly Tuple<int, int> SafeIndex = new Tuple<int, int>(PiggyIndex.Item2, PiggyIndex.Item2 + SafeSlots);
public static readonly Tuple<int, int> TrashIndex = new Tuple<int, int>(SafeIndex.Item2, SafeIndex.Item2 + TrashSlots);
public static readonly Tuple<int, int> ForgeIndex = new Tuple<int, int>(TrashIndex.Item2, TrashIndex.Item2 + ForgeSlots);
public static readonly Tuple<int, int> VoidIndex = new Tuple<int, int>(ForgeIndex.Item2, ForgeIndex.Item2 + VoidSlots);
public static readonly Tuple<int, int> Loadout1Armor = new Tuple<int, int>(VoidIndex.Item2, VoidIndex.Item2 + LoadoutArmorSlots);
public static readonly Tuple<int, int> Loadout1Dye = new Tuple<int, int>(Loadout1Armor.Item2, Loadout1Armor.Item2 + LoadoutDyeSlots);
public static readonly Tuple<int, int> Loadout2Armor = new Tuple<int, int>(Loadout1Dye.Item2, Loadout1Dye.Item2 + LoadoutArmorSlots);
public static readonly Tuple<int, int> Loadout2Dye = new Tuple<int, int>(Loadout2Armor.Item2, Loadout2Armor.Item2 + LoadoutDyeSlots);
public static readonly Tuple<int, int> Loadout3Armor = new Tuple<int, int>(Loadout2Dye.Item2, Loadout2Dye.Item2 + LoadoutArmorSlots);
public static readonly Tuple<int, int> Loadout3Dye = new Tuple<int, int>(Loadout3Armor.Item2, Loadout3Armor.Item2 + LoadoutDyeSlots);
[JsonProperty("netID")]
private int _netId;
[JsonProperty("prefix")]
private byte _prefixId;
[JsonProperty("stack")]
private int _stack;
/// <summary>
/// Gets the net ID.
/// </summary>
public int NetId
{
get { return _netId; }
}
/// <summary>
/// Gets the prefix.
/// </summary>
public byte PrefixId
{
get { return _prefixId; }
}
/// <summary>
/// Gets the stack.
/// </summary>
public int Stack
{
get { return _stack; }
}
/// <summary>
/// Creates a new <see cref="NetItem"/>.
/// </summary>
/// <param name="netId">The net ID.</param>
/// <param name="stack">The stack.</param>
/// <param name="prefixId">The prefix ID.</param>
public NetItem(int netId, int stack = 1, byte prefixId = 0)
{
_netId = netId;
_stack = stack;
_prefixId = prefixId;
}
/// <summary>
/// Creates <see cref="Terraria.Item"/> based on data from this structure.
/// </summary>
/// <returns>A copy of the item.</returns>
/// <exception cref="Exception">If the item ID is 0.</exception>
public Item Build()
{
if (_netId == 0)
throw new Exception("It is impossible to create an item whose ID is 0.");
Item item = new Item();
item.netDefaults(_netId);
item.stack = _stack;
item.prefix = _prefixId;
return item;
}
/// <summary>
/// Converts the <see cref="NetItem"/> to a string.
/// </summary>
/// <returns></returns>
public override string ToString()
{
return String.Format("{0},{1},{2}", _netId, _stack, _prefixId);
}
/// <summary>
/// Converts a string into a <see cref="NetItem"/>.
/// </summary>
/// <param name="str">The string.</param>
/// <exception cref="ArgumentNullException"/>
/// <exception cref="FormatException"/>
/// <returns></returns>
public static NetItem Parse(string str)
{
if (str == null)
throw new ArgumentNullException("str");
string[] comp = str.Split(',');
if (comp.Length != 3)
throw new FormatException("String does not contain three sections.");
int netId = Int32.Parse(comp[0]);
int stack = Int32.Parse(comp[1]);
byte prefixId = Byte.Parse(comp[2]);
return new NetItem(netId, stack, prefixId);
}
/// <summary>
/// Converts an <see cref="Item"/> into a <see cref="NetItem"/>.
/// </summary>
/// <param name="item">The <see cref="Item"/>.</param>
/// <returns></returns>
public static explicit operator NetItem(Item item)
{
return item == null
? new NetItem()
: new NetItem(item.netID, item.stack, item.prefix);
}
}
}