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inventory.go
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inventory.go
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// Copyright 2023 Heroic Labs & Contributors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
package hiro
import (
"context"
"github.com/heroiclabs/nakama-common/runtime"
)
type InventoryConfig struct {
Items map[string]*InventoryConfigItem `json:"items,omitempty"`
Limits *InventoryConfigLimits `json:"limits,omitempty"`
ItemSets map[string]map[string]bool `json:"-"` // Auto-computed when the config is read or personalized.
}
type InventoryConfigItem struct {
Name string `json:"name,omitempty"`
Description string `json:"description,omitempty"`
Category string `json:"category,omitempty"`
ItemSets []string `json:"item_sets,omitempty"`
MaxCount int64 `json:"max_count,omitempty"`
Stackable bool `json:"stackable,omitempty"`
Consumable bool `json:"consumable,omitempty"`
ConsumeReward *EconomyConfigReward `json:"consume_reward,omitempty"`
StringProperties map[string]string `json:"string_properties,omitempty"`
NumericProperties map[string]float64 `json:"numeric_properties,omitempty"`
Disabled bool `json:"disabled,omitempty"`
KeepZero bool `json:"keep_zero,omitempty"`
}
type InventoryConfigLimits struct {
Categories map[string]int64 `json:"categories,omitempty"`
ItemSets map[string]int64 `json:"item_sets,omitempty"`
}
// The InventorySystem provides a gameplay system which can manage a player's inventory.
//
// A player can have items added via economy rewards, or directly.
type InventorySystem interface {
System
// List will return the items defined as well as the computed item sets for the user by ID.
List(ctx context.Context, logger runtime.Logger, nk runtime.NakamaModule, userID, category string) (items map[string]*InventoryConfigItem, itemSets map[string][]string, err error)
// ListInventoryItems will return the items which are part of a user's inventory by ID.
ListInventoryItems(ctx context.Context, logger runtime.Logger, nk runtime.NakamaModule, userID, category string) (inventory *Inventory, err error)
// ConsumeItems will deduct the item(s) from the user's inventory and run the consume reward for each one, if defined.
ConsumeItems(ctx context.Context, logger runtime.Logger, nk runtime.NakamaModule, userID string, itemIDs, instanceIDs map[string]int64, overConsume bool) (updatedInventory *Inventory, rewards map[string][]*Reward, instanceRewards map[string][]*Reward, err error)
// GrantItems will add the item(s) to a user's inventory by ID.
GrantItems(ctx context.Context, logger runtime.Logger, nk runtime.NakamaModule, userID string, itemIDs map[string]int64, ignoreLimits bool) (updatedInventory *Inventory, newItems map[string]*InventoryItem, updatedItems map[string]*InventoryItem, notGrantedItemIDs map[string]int64, err error)
// UpdateItems will update the properties which are stored on each item by instance ID for a user.
UpdateItems(ctx context.Context, logger runtime.Logger, nk runtime.NakamaModule, userID string, instanceIDs map[string]*InventoryUpdateItemProperties) (updatedInventory *Inventory, err error)
// SetOnConsumeReward sets a custom reward function which will run after an inventory items' consume reward is rolled.
SetOnConsumeReward(fn OnReward[*InventoryConfigItem])
}