mirror of
https://github.com/OMGeeky/ItemChecklist.git
synced 2025-12-27 06:29:25 +01:00
125 lines
3.7 KiB
C#
125 lines
3.7 KiB
C#
using ItemChecklist.UI;
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using System.Collections.Generic;
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using System.Linq;
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using Terraria;
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using Terraria.GameInput;
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using Terraria.ID;
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using Terraria.ModLoader;
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using Terraria.ModLoader.IO;
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namespace ItemChecklist
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{
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class ItemChecklistPlayer : ModPlayer
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{
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// internal static ItemChecklistPlayer localInstance;
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// This is a list of items...Holds clean versions of unloaded mystery and loaded real items.
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internal List<Item> foundItems;
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//
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internal bool[] foundItem;
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internal bool[] findableItems;
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//Skipping:
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// Main.itemName 0 is empty
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// Mysteryitem is to skip --> ItemID.Count
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// Deprecated if (this.type > 0 && ItemID.Sets.Deprecated[this.type])
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internal int totalItemsToFind;
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internal int totalItemsFound; // eh, property? dunno.
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// Because of save, these values inherit the last used setting while loading
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internal SortModes sortModePreference = SortModes.TerrariaSort;
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internal bool announcePreference;
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internal int showCompletedPreference;
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public override void ProcessTriggers(TriggersSet triggersSet)
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{
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if (ItemChecklist.ToggleChecklistHotKey.JustPressed)
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{
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if (!ItemChecklistUI.visible)
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{
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ItemChecklist.instance.ItemChecklistUI.UpdateNeeded();
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}
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ItemChecklistUI.visible = !ItemChecklistUI.visible;
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}
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}
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public override void OnEnterWorld(Player player)
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{
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var itemChecklistPlayer = Main.LocalPlayer.GetModPlayer<ItemChecklistPlayer>(mod);
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ItemChecklistUI.visible = false;
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ItemChecklistUI.announce = announcePreference;
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ItemChecklistUI.sortMode = sortModePreference;
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ItemChecklistUI.showCompleted = showCompletedPreference;
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ItemChecklist.instance.ItemChecklistUI.RefreshPreferences();
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ItemChecklist.instance.ItemChecklistUI.UpdateNeeded();
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}
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// Do I need to use Initialize? I think so because of cloning.
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public override void Initialize()
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{
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if (!Main.dedServ)
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{
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foundItems = new List<Item>();
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foundItem = new bool[ItemLoader.ItemCount];
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findableItems = new bool[ItemLoader.ItemCount];
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for (int i = 0; i < ItemLoader.ItemCount; i++)
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{
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if (i > 0 && !ItemID.Sets.Deprecated[i] && i != ItemID.Count && ItemChecklistUI.vanillaIDsInSortOrder != null && ItemChecklistUI.vanillaIDsInSortOrder[i] != -1) // TODO, is this guaranteed?
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{
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totalItemsToFind++;
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findableItems[i] = true;
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}
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}
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announcePreference = false;
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sortModePreference = SortModes.TerrariaSort;
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showCompletedPreference = 0;
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}
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}
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public override void PreUpdate()
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{
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if (!Main.dedServ)
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{
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var itemChecklistPlayer = Main.LocalPlayer.GetModPlayer<ItemChecklistPlayer>(mod);
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for (int i = 0; i < 59; i++)
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{
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if (!player.inventory[i].IsAir && !itemChecklistPlayer.foundItem[player.inventory[i].type] && itemChecklistPlayer.findableItems[player.inventory[i].type])
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{
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((ItemChecklistGlobalItem)mod.GetGlobalItem("ItemChecklistGlobalItem")).ItemReceived(player.inventory[i]);
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}
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}
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}
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}
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public override TagCompound Save()
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{
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// sanitize? should be possible to add item already seen.
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return new TagCompound
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{
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["FoundItems"] = foundItems.Select(ItemIO.Save).ToList(),
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["SortMode"] = (int)ItemChecklistUI.sortMode,
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["Announce"] = ItemChecklistUI.announce,
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["ShowCompleted"] = ItemChecklistUI.showCompleted,
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};
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}
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public override void Load(TagCompound tag)
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{
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foundItems = tag.GetList<TagCompound>("FoundItems").Select(ItemIO.Load).ToList();
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sortModePreference = (SortModes)tag.GetInt("SortMode");
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announcePreference = tag.GetBool("Announce");
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showCompletedPreference = tag.GetInt("ShowCompleted");
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foreach (var item in foundItems)
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{
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if (item.Name != "Unloaded Item")
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{
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foundItem[item.type] = true;
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totalItemsFound++;
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}
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}
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}
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}
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}
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