Fix receiving items from boxes
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@@ -461,37 +461,37 @@ public partial class Game : Node3D, IGame
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case ItemTag.ContainsAccessory:
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var accessory = _effectService.GetRandomItemOfType<Accessory>();
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_player.Inventory.TryAdd(accessory);
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InventoryEventNotification.Invoke($"{boxItem.ItemName} contained {accessory}.");
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InventoryEventNotification.Invoke($"{boxItem.ItemName} contained {accessory.ItemName}.");
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break;
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case ItemTag.ContainsArmor:
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var armor = _effectService.GetRandomItemOfType<Armor>();
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_player.Inventory.TryAdd(armor);
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InventoryEventNotification.Invoke($"{boxItem.ItemName} contained {armor}.");
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InventoryEventNotification.Invoke($"{boxItem.ItemName} contained {armor.ItemName}.");
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break;
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case ItemTag.ContainsWeapon:
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var weapon = _effectService.GetRandomItemOfType<Weapon>();
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_player.Inventory.TryAdd(weapon);
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InventoryEventNotification.Invoke($"{boxItem.ItemName} contained {weapon}.");
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InventoryEventNotification.Invoke($"{boxItem.ItemName} contained {weapon.ItemName}.");
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break;
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case ItemTag.ContainsBox:
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var box = _effectService.GetRandomItemOfType<BoxItem>();
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_player.Inventory.TryAdd(box);
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InventoryEventNotification.Invoke($"{boxItem.ItemName} contained {box}.");
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InventoryEventNotification.Invoke($"{boxItem.ItemName} contained {box.ItemName}.");
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break;
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case ItemTag.RandomSpell:
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var effectItem = _effectService.GetRandomItemOfType<EffectItem>();
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_player.Inventory.TryAdd(effectItem);
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InventoryEventNotification.Invoke($"{boxItem.ItemName} contained {effectItem}.");
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InventoryEventNotification.Invoke($"{boxItem.ItemName} contained {effectItem.ItemName}.");
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break;
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case ItemTag.ContainsRestorative:
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var restorative = _effectService.GetRandomItemOfType<ConsumableItem>();
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_player.Inventory.TryAdd(restorative);
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InventoryEventNotification.Invoke($"{boxItem.ItemName} contained {restorative}.");
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InventoryEventNotification.Invoke($"{boxItem.ItemName} contained {restorative.ItemName}.");
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break;
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case ItemTag.DropTo1HPAndGainRareItem:
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var rareItem = _effectService.DropTo1HPAndGainRareItem<IBaseInventoryItem>();
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_player.Inventory.TryAdd(rareItem);
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InventoryEventNotification.Invoke($"{boxItem.ItemName} contained {rareItem} but cost dear life.");
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InventoryEventNotification.Invoke($"{boxItem.ItemName} contained {rareItem.ItemName} but cost dear life.");
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break;
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case ItemTag.TradeOneRandomItem:
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var itemsWithoutBox = _player.Inventory.Items.Where(x => x != boxItem).ToList();
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@@ -502,7 +502,7 @@ public partial class Game : Node3D, IGame
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_player.Inventory.Remove(randomItem);
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var newItem = _effectService.GetRandomItemOfType<IBaseInventoryItem>();
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_player.Inventory.TryAdd(newItem);
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InventoryEventNotification.Invoke($"{boxItem.ItemName} contained {newItem}.");
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InventoryEventNotification.Invoke($"{boxItem.ItemName} contained {newItem.ItemName}.");
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break;
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case ItemTag.TradeAllRandomItems:
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var newInventory = _effectService.TradeAllRandomItems(boxItem);
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@@ -515,11 +515,11 @@ public partial class Game : Node3D, IGame
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case ItemTag.ContainsUnobtainedItem:
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var unobtainedItem = _effectService.GetUnobtainedItem();
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_player.Inventory.TryAdd(unobtainedItem);
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InventoryEventNotification.Invoke($"{boxItem.ItemName} contained {unobtainedItem}.");
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InventoryEventNotification.Invoke($"{boxItem.ItemName} contained {unobtainedItem.ItemName}.");
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break;
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case ItemTag.ContainsBasicItem:
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var basicItem = _effectService.GetBasicItem<IBaseInventoryItem>();
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InventoryEventNotification.Invoke($"{boxItem.ItemName} contained {basicItem}.");
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InventoryEventNotification.Invoke($"{boxItem.ItemName} contained {basicItem.ItemName}.");
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break;
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case ItemTag.UnequipAllItems:
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_player.Unequip(_player.EquipmentComponent.EquippedWeapon.Value);
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