game/lib/providers/shop_provider.dart

113 lines
3.9 KiB
Dart

import 'package:flutter/material.dart';
import '../game/models.dart';
import '../game/data.dart';
import '../game/enums.dart';
import '../game/config.dart';
class ShopProvider with ChangeNotifier {
List<Item> availableItems = [];
String _lastShopMessage = '';
String get lastShopMessage => _lastShopMessage;
void clearMessage() {
_lastShopMessage = '';
notifyListeners();
}
void generateShopItems(int stage) {
ItemTier currentTier = ItemTier.tier1;
if (stage > GameConfig.tier2StageMax)
currentTier = ItemTier.tier3;
else if (stage > GameConfig.tier1StageMax)
currentTier = ItemTier.tier2;
availableItems = [];
availableItems = [];
// 1. Generate 4 Random Equipment Items
for (int i = 0; i < 4; i++) {
// Exclude consumables from this pool if getRandomItem includes them by default (it does if we don't filter)
// We need to implement slot exclusion or explicit slot inclusion in getRandomItem?
// Or simply cycle slots?
// ItemTable.getRandomItem picks from allItems which now includes consumables.
// We should add filtering to getRandomItem logic OR filter here.
// Let's filter here by retrying or explicitly asking for non-consumables.
// Actually, ItemTable.getRandomItem accepts 'slot'. But we want ANY equipment.
// Let's rely on type checking or add 'excludeSlot' to getRandomItem (too much change).
// Simpler: Just pick random, if consumable, reroll? Or better:
// Let's update getRandomItem to support multiple allowed slots? No.
// Let's just pick strictly by slot rotation or random filtering.
// Let's try simple filtering loop.
while (true) {
ItemTemplate? template = ItemTable.getRandomItem(tier: currentTier);
if (template != null && template.slot != EquipmentSlot.consumable) {
availableItems.add(template.createItem(stage: stage));
break;
}
}
}
// 2. Generate 2 Random Consumables
// Consumables might always be Tier 1 for now, or match current tier?
// Let's match current tier (though we only defined Tier 1 potions).
// If no potions at current tier, fallback to Tier 1?
// ItemTable.consumables currently only has items.
// Let's just pick from ItemTable.consumables directly for simplicity and safety.
if (ItemTable.consumables.isNotEmpty) {
for (int i = 0; i < 2; i++) {
ItemTemplate? consTemplate = ItemTable.getRandomItem(
tier: ItemTier.tier1, // Potions are Tier 1 for now
slot: EquipmentSlot.consumable,
);
if (consTemplate != null) {
availableItems.add(consTemplate.createItem(stage: stage));
}
}
}
notifyListeners();
}
bool rerollShopItems(Character player, int currentStageNumber) {
const int rerollCost = GameConfig.shopRerollCost;
if (player.gold >= rerollCost) {
player.gold -= rerollCost;
generateShopItems(
currentStageNumber,
); // Regenerate based on current stage
_lastShopMessage = "Shop items rerolled for $rerollCost G.";
notifyListeners();
return true;
} else {
_lastShopMessage = "Not enough gold to reroll!";
notifyListeners();
return false;
}
}
bool buyItem(Item item, Character player) {
if (player.gold >= item.price) {
if (player.inventory.length < player.maxInventorySize) {
player.gold -= item.price;
player.addToInventory(item);
availableItems.remove(item); // Remove from shop
_lastShopMessage = "Bought ${item.name} for ${item.price} G.";
notifyListeners();
return true;
} else {
_lastShopMessage = "Inventory is full! Cannot buy ${item.name}.";
notifyListeners();
return false;
}
} else {
_lastShopMessage = "Not enough gold!";
notifyListeners();
return false;
}
}
}