Added RemoveItem() function to the player inventory.
parent
f1be1eb674
commit
51b91befbd
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@ -60,9 +60,10 @@ function Initialize(Plugin)
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PM:BindCommand("/ff", "debuggers", HandleFurnaceFuel, "- Shows how long the currently held item would burn in a furnace");
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PM:BindCommand("/sched", "debuggers", HandleSched, "- Schedules a simple countdown using cWorld:ScheduleTask()");
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PM:BindCommand("/cs", "debuggers", HandleChunkStay, "- Tests the ChunkStay Lua integration for the specified chunk coords");
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PM:BindCommand("/compo", "debuggers", HandleCompo, "- Tests the cCompositeChat bindings")
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PM:BindCommand("/sb", "debuggers", HandleSetBiome, "- Sets the biome around you to the specified one")
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PM:BindCommand("/wesel", "debuggers", HandleWESel, "- Expands the current WE selection by 1 block in X/Z")
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PM:BindCommand("/compo", "debuggers", HandleCompo, "- Tests the cCompositeChat bindings");
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PM:BindCommand("/sb", "debuggers", HandleSetBiome, "- Sets the biome around you to the specified one");
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PM:BindCommand("/wesel", "debuggers", HandleWESel, "- Expands the current WE selection by 1 block in X/Z");
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PM:BindCommand("/rmitem", "debuggers", HandleRMItem, "- Remove the specified item from the inventory.");
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Plugin:AddWebTab("Debuggers", HandleRequest_Debuggers)
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Plugin:AddWebTab("StressTest", HandleRequest_StressTest)
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@ -533,7 +534,7 @@ function OnTakeDamage(Receiver, TDI)
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-- Receiver is cPawn
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-- TDI is TakeDamageInfo
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LOG(Receiver:GetClass() .. " was dealt " .. DamageTypeToString(TDI.DamageType) .. " damage: Raw " .. TDI.RawDamage .. ", Final " .. TDI.FinalDamage .. " (" .. (TDI.RawDamage - TDI.FinalDamage) .. " covered by armor)");
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-- LOG(Receiver:GetClass() .. " was dealt " .. DamageTypeToString(TDI.DamageType) .. " damage: Raw " .. TDI.RawDamage .. ", Final " .. TDI.FinalDamage .. " (" .. (TDI.RawDamage - TDI.FinalDamage) .. " covered by armor)");
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return false;
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end
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@ -1105,6 +1106,37 @@ end
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function HandleRMItem(a_Split, a_Player)
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if ((#a_Split ~= 2) and (#a_Split ~= 3)) then
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a_Player:SendMessage("Usage: /rmitem <Item> [Count]")
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return true
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end
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local Item = cItem()
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if (not StringToItem(a_Split[2], Item)) then
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a_Player:SendMessageFailure(a_Split[2] .. " isn't a valid item")
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return true
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end
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if (#a_Split == 3) then
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local Count = tonumber(a_Split[3])
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if (Count == nil) then
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a_Player:SendMessageFailure(a_Split[3] .. " isn't a valid number")
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return true
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end
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Item.m_ItemCount = Count
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end
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local RemovedItems = a_Player:GetInventory():RemoveItem(Item)
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a_Player:SendMessageSuccess("Removed " .. RemovedItems .. " Items!")
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return true
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end
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function HandleRequest_Debuggers(a_Request)
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local FolderContents = cFile:GetFolderContents("./");
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return "<p>The following objects have been returned by cFile:GetFolderContents():<ul><li>" .. table.concat(FolderContents, "</li><li>") .. "</li></ul></p>";
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@ -151,6 +151,24 @@ int cInventory::AddItems(cItems & a_ItemStackList, bool a_AllowNewStacks, bool a
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int cInventory::RemoveItem(const cItem & a_ItemStack)
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{
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int RemovedItems = m_HotbarSlots.RemoveItem(a_ItemStack);
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if (RemovedItems < a_ItemStack.m_ItemCount)
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{
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cItem Temp(a_ItemStack);
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Temp.m_ItemCount -= RemovedItems;
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RemovedItems += m_InventorySlots.RemoveItem(Temp);
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}
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return RemovedItems;
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}
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bool cInventory::RemoveOneEquippedItem(void)
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{
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if (m_HotbarSlots.GetSlot(m_EquippedSlotNum).IsEmpty())
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@ -86,6 +86,9 @@ public:
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*/
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int AddItems(cItems & a_ItemStackList, bool a_AllowNewStacks, bool a_tryToFillEquippedFirst);
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/** Remove the specified item with the specified amount from the inventory. Returns the amount from the items were was removed. */
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int RemoveItem(const cItem & a_ItemStack);
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/** Removes one item out of the currently equipped item stack, returns true if successful, false if empty-handed */
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bool RemoveOneEquippedItem(void);
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@ -345,6 +345,39 @@ int cItemGrid::AddItems(cItems & a_ItemStackList, bool a_AllowNewStacks, int a_P
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int cItemGrid::RemoveItem(const cItem & a_ItemStack)
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{
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int NumLeft = a_ItemStack.m_ItemCount;
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for (int i = 0; i < m_NumSlots; i++)
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{
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if (NumLeft <= 0)
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{
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break;
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}
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if (m_Slots[i].IsEqual(a_ItemStack))
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{
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int NumToRemove = std::min(NumLeft, (int)m_Slots[i].m_ItemCount);
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NumLeft -= NumToRemove;
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m_Slots[i].m_ItemCount -= NumToRemove;
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if (m_Slots[i].m_ItemCount <= 0)
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{
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m_Slots[i].Empty();
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}
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TriggerListeners(i);
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}
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}
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return (a_ItemStack.m_ItemCount - NumLeft);
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}
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int cItemGrid::ChangeSlotCount(int a_SlotNum, int a_AddToCount)
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{
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if ((a_SlotNum < 0) || (a_SlotNum >= m_NumSlots))
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@ -97,6 +97,9 @@ public:
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*/
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int AddItems(cItems & a_ItemStackList, bool a_AllowNewStacks = true, int a_PrioritarySlot = -1);
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/** Remove the specified item with the specified amount from the inventory. Returns the amount from the items were was removed. */
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int RemoveItem(const cItem & a_ItemStack);
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/** Adds (or subtracts, if a_AddToCount is negative) to the count of items in the specified slot.
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If the slot is empty, ignores the call.
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Returns the new count.
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