-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathItemOriginDesc.cs
231 lines (227 loc) · 6.11 KB
/
ItemOriginDesc.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
using System.Collections.Generic;
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;
namespace RijamsMod
{
// Inspired by Idglibrary
/// <summary>
/// Adds an additional line to the tooltip if the item is not in the player's inventory.
/// Supports up to several additional lines.
/// Usage: In the item's SetStaticDefaults, add:
/// <code>ItemOriginDesc.itemList.Add(Item.type, new List<string> { "Your string", "Your string 2" } );</code>
/// </summary>
public class ItemOriginDesc : GlobalItem
{
/// <summary><code>ItemOriginDesc.itemList.Add(Item.type, new List<string> { "Your string", "Your string 2" } );</code></summary>
public static Dictionary<int, List<string>> itemList = new();
public static void ClearList() => itemList.Clear();
public override void ModifyTooltips(Item item, List<TooltipLine> tooltips)
{
if (itemList.ContainsKey(item.type) &&
!CheckIfInInventory(item.type) && !CheckIfEquipped(item.type) && !CheckIfEquippedVanity(item.type) &&
!CheckIfEquippedMisc(item.type) && !CheckIfEquippedDye(item.type) && !CheckIfEquippedDyeMisc(item.type) &&
!CheckIfInChest(item.type) && !CheckIfInShop(item.type) && !CheckIfInPortableStorage(item.type))
{
if (itemList.TryGetValue(item.type, out List<string> description))
{
foreach (string line in description)
{
tooltips.Add(new TooltipLine(Mod, "ItemOriginDesc", line));
}
}
}
}
/// <summary>
/// Returns true if the item is in the player's main inventory. This includes the coin and ammo slots.
/// It does not include the trash slot.
/// </summary>
/// <param name="item"></param>
/// <returns>bool</returns>
public static bool CheckIfInInventory(int item)
{
Player player = Main.LocalPlayer;
if (player.HasItem(item))
{
return true;
}
return false;
}
/// <summary>
/// Returns true if the item is equipped in the armor or accessory slots.
/// </summary>
/// <param name="item"></param>
/// <returns>bool</returns>
public static bool CheckIfEquipped(int item)
{
Player player = Main.LocalPlayer;
for (int i = 0; i <= 7 + player.GetAmountOfExtraAccessorySlotsToShow(); i++)
{
if (player.armor[i].type == item)
{
return true;
}
}
return false;
}
/// <summary>
/// Returns true if the item is equipped in the social armor or social accessory slots
/// </summary>
/// <param name="item"></param>
/// <returns>bool</returns>
public static bool CheckIfEquippedVanity(int item)
{
Player player = Main.LocalPlayer;
for (int i = 10; i <= 17 + player.GetAmountOfExtraAccessorySlotsToShow(); i++)
{
if (player.armor[i].type == item)
{
return true;
}
}
return false;
}
/// <summary>
/// Returns true if the item is equipped in the extra equip slots. These are the:
/// pet, light pet, minecart, mount, and grappling hook.
/// </summary>
/// <param name="item"></param>
/// <returns>bool</returns>
public static bool CheckIfEquippedMisc(int item)
{
Player player = Main.LocalPlayer;
for (int i = 0; i <= 4; i++)
{
if (player.miscEquips[i].type == item)
{
return true;
}
}
return false;
}
/// <summary>
/// Returns true if the item is equipped in the armor or accessory dye slots.
/// </summary>
/// <param name="item"></param>
/// <returns>bool</returns>
public static bool CheckIfEquippedDye(int item)
{
Player player = Main.LocalPlayer;
for (int i = 0; i <= 7 + player.extraAccessorySlots; i++)
{
if (player.dye[i].type == item)
{
return true;
}
}
return false;
}
/// <summary>
/// Returns true if the item is equipped in the extra equip dye slots.
/// </summary>
/// <param name="item"></param>
/// <returns>bool</returns>
public static bool CheckIfEquippedDyeMisc(int item)
{
Player player = Main.LocalPlayer;
for (int i = 0; i <= 4; i++)
{
if (player.miscDyes[i].type == item)
{
return true;
}
}
return false;
}
/// <summary>
/// Returns true if the item is in the chest that the player is currently looking in.
/// </summary>
/// <param name="item"></param>
/// <returns>bool</returns>
public static bool CheckIfInChest(int item)
{
Player player = Main.LocalPlayer;
if (player.chest >= 0)
{
for (int i = 0; i < Chest.maxItems; i++)
{
if (Main.chest[player.chest].item[i].type == item)
{
return true;
}
}
}
return false;
}
/// <summary>
/// Returns true if the item is in the shop that the player is currently looking at.
/// See NPCHelper.FindItemInShop() for an NPC version.
/// </summary>
/// <param name="item"></param>
/// <returns>bool</returns>
public static bool CheckIfInShop(int item)
{
if (Main.npcShop != 0)
{
for (int i = 0; i < Chest.maxItems; i++)
{
if (Main.instance.shop[Main.npcShop].item[i].type == item)
{
return true;
}
}
}
return false;
}
/// <summary>
/// Returns true if the item is in the portable storage that the player is currently looking in.
/// Portable storage is: Piggy Bank, Safe, Defender's Forge, and Void Bag/Vault.
/// </summary>
/// <param name="item"></param>
/// <returns>bool</returns>
public static bool CheckIfInPortableStorage(int item)
{
Player player = Main.LocalPlayer;
// -2 bank Piggy Bank
// -3 bank2 Safe
// -4 bank3 Defender's Forge
// -5 bank4 Void Bag/Vault
if (player.chest <= -2 && player.chest >= -5)
{
for (int i = 0; i < Chest.maxItems; i++)
{
switch ((player.chest + 1) * -1)
{
case 1: // Piggy Bank
if (player.bank.item[i].type == item)
{
return true;
}
continue;
case 2: // Safe
if (player.bank2.item[i].type == item)
{
return true;
}
continue;
case 3: // Defender's Forge
if (player.bank3.item[i].type == item)
{
return true;
}
continue;
case 4: // Void Bag/Vault
if (player.bank4.item[i].type == item)
{
return true;
}
continue;
default:
break;
}
}
}
return false;
}
}
}