AlpacaLibrary/Include/Game/Interfaces/GameTabs/Inventory.hpp

103 lines
4.3 KiB
C++

#ifndef INVENTORY_HPP_INCLUDED
#define INVENTORY_HPP_INCLUDED
#include "../../../Core/Types/Box.hpp"
#include "../../../Core/Types/Convex.hpp"
#include "../../../Game/Interactable/Item.hpp"
#include <functional>
#include <vector>
#include <cstdint>
#include <string>
namespace Inventory
{
bool IsOpen();
bool Open(bool UseHotkey = true);
std::int32_t GetTabHotkey();
std::vector<std::int32_t> GetItemIDs();
std::vector<std::string> GetItemNames();
std::vector<std::int32_t> GetItemAmounts();
std::vector<Interactable::Item> GetItems();
std::vector<Interactable::Item> GetItems(std::int32_t ID);
std::vector<Interactable::Item> GetItems(const std::string& Name);
std::vector<Interactable::Item> GetItems(const std::vector<std::int32_t>& IDs);
std::vector<Interactable::Item> GetItems(const std::vector<std::string>& Names);
std::vector<Interactable::Item> GetItems(const std::function<bool (const Interactable::Item&)>& Filter);
Interactable::Item GetItem(std::int32_t ID);
Interactable::Item GetItem(const std::string& Name);
Interactable::Item GetItem(const std::vector<std::int32_t>& IDs);
Interactable::Item GetItem(const std::vector<std::string>& Names);
Interactable::Item GetItem(const std::function<bool (const Interactable::Item&)>& Filter);
bool IsEmpty();
bool IsFull();
std::int32_t GetItemSelectedIndex();
bool IsItemSelected();
bool IsItemSelected(std::int32_t ID);
bool IsItemSelected(const std::string& Name);
bool IsItemSelected(const Interactable::Item& Item);
std::string GetItemSelectedName();
std::int32_t Count(std::int32_t ID);
std::int32_t Count(const std::string& Name);
std::int32_t Count(const Interactable::Item& Item);
std::int32_t Count(const std::vector<std::int32_t>& IDs);
std::int32_t Count(const std::vector<std::string>& Names);
std::int32_t Count(const std::vector<Interactable::Item>& Items);
std::int32_t CountOccupied();
std::int32_t CountEmpty();
std::int32_t GetIndexOf(std::int32_t ID);
std::int32_t GetIndexOf(const std::string& Name);
std::int32_t GetIndexOf(const std::vector<std::int32_t>& IDs); // Returns first found ID index
std::int32_t GetIndexOf(const std::vector<std::string>& Names); // Returns first found Name Index
std::vector<std::int32_t> GetIndicesOf(std::int32_t ID);
std::vector<std::int32_t> GetIndicesOf(const std::string& Name);
std::vector<std::int32_t> GetIndicesOf(const std::vector<std::int32_t>& IDs);
std::vector<std::int32_t> GetIndicesOf(const std::vector<std::string>& Names);
std::vector<Box> GetSlotBoxes();
std::vector<Box> GetBoxesOf(std::int32_t ID);
std::vector<Box> GetBoxesOf(const std::string& Name);
bool Contains(std::int32_t ID);
bool Contains(const std::string& Name);
bool Contains(const Interactable::Item& Item);
bool Contains(const std::vector<std::int32_t>& IDs); // true if all items are found at least once
bool Contains(const std::vector<std::string>& Names); // true if all items are found at least once
bool Contains(const std::vector<Interactable::Item>& Items);
bool ContainsAny(const std::vector<std::int32_t>& IDs);
bool ContainsAny(const std::vector<std::string>& Names);
bool ContainsAny(const std::vector<Interactable::Item>& Items);
bool ContainsOnly(std::int32_t ID);
bool ContainsOnly(const std::string& Name);
bool ContainsOnly(const Interactable::Item& Item);
bool ContainsOnly(const std::vector<std::int32_t>& IDs);
bool ContainsOnly(const std::vector<std::string>& Names);
bool ContainsOnly(const std::vector<Interactable::Item>& Items);
bool Use(std::int32_t ID, std::int32_t ID2 = -1, bool UseSecondFirst = false);
bool Use(const std::string& Name, const std::string& Name2 = "", bool UseSecondFirst = false);
bool Use(const Interactable::Item& Item, const Interactable::Item& Item2 = Interactable::Item(), bool UseSecondFirst = false);
bool Equip(std::int32_t ID);
bool Equip(const std::string& Name);
bool Equip(const Interactable::Item& Item);
bool Drop(std::int32_t ID, bool AllowShiftClick = true);
bool Drop(const std::string& Name, bool AllowShiftClick = true);
bool Drop(const Interactable::Item& Item, bool AllowShiftClick = true);
}
#endif // INVENTORY_HPP_INCLUDED