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