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# Inventory System
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```mermaid
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classDiagram
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class PlayerInventoryComponent{
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<<InventoryComponent>>
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+ OpenSingle(ItemPreview : ItemPreview) IventoryWindow
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}
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class InventoryComponent{
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<<I_InventoryComponent>>
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- InventoryName : Text
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- NumberOfSlots : int
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- inventoryType : inventoryType
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- Inventory : SlotStructure[]
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- MaxWeight : int
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- currentWeight : int
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- monyTranslator : I_MoneyTranslator
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- window : InventoryWindow
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+ GetInventoryWindo(OppositeComponent : InventoryComponent) InventoryWindow
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+ AddToInventory()
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+ CheckBalance(value: int) : bool
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+ AddMoney(Value : int)
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+ RemoveMoney(Value : int)
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+ RemoveFromInventory(Value : Int, Item : ItemStructure) : bool
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- PrepareInventory()
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- CreateStack() int
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- IsInInventory() bool
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- AddToStack() int
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- HasPartialStack() int
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}
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class InventoryWindow{
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<<User_Widget>>
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- Iventory : I_InventoryComponent
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+ InventoryWindow(Iventory : I_InventoryComponent)
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- RenewInventorySlots()
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}
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class Stackslider{
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<<User_Widget>>
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- Iventory_Remove : I_InventoryComponent
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- Iventory_Add : I_InventoryComponent
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+ InventoryWindow(Iventory_remove : I_InventoryComponent, Iventory_Add : I_InventoryComponent)
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- CheckBuyerValue() : int
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- setMaxAmount()
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- setMinAmount()
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- buy()
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}
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class InventorySlot{
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<<User_Widget>>
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- itemStructure : ItemStructure
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+ InventorySlot(item : ItemStructure)
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+ RightClick : EventDispatcher
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+ LeftClick : EventDispatcher
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}
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class I_InventoryComponent{
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<<Interface>>
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+ AddToInventory()
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+ GetInventory(filters: Filterstructure) : SlotStructure[]
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+ CheckBalance(value: int) : bool
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+ AddMoney(Value : int)
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+ RemoveMoney(Value : int)
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+ RemoveFromInventory(Value : Int, Item : ItemStructure) : bool
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}
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class inventoryType{
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<<enumerator>>
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Chest
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Dealer
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}
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class SlotStructure{
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<<struct>>
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Quantety : int
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ItemStrcut : ItemStructure
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}
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class ItemStructure{
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<<struct>>
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Name : Text
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IsStackable : Bool
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Description : Text
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IsConsumable : Text
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MaxStackSize : Int
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Durability : Float
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BuyValue : Int
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SellValue : Int
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Weight : Int
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Thumbnail : Texture_2D
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Item_Type : ItemType
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rarety : Rarety
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DealerInterest : DealerInterests
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}
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class Filterstruct{
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<<structure>>
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Consuming_Item : bool
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Ingridient : bool
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Letters_Books : bool
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Necromant_Stuff : bool
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Wapon : bool
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Armor : bool
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Other : bool
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}
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class ItemType{
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<<enumerator>>
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Consuming_Item
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Ingridient
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Letters_Books
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Necromant_Stuff
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Wapon
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Armor
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Other
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}
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class Rarety{
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<<enumeratior>>
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Common
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Uncommon
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Rare
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Mythic
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}
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class DealerInterests{
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<<struct>>
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wholeDealer
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smith
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alchemist
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marketeer
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fence
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nekromant
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bankier
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}
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PlayerInventoryComponent --> InventoryComponent
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InventoryComponent --> inventoryType
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InventoryComponent --> SlotStructure
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InventoryComponent --> InventoryWindow
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InventoryComponent --> Stackslider
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InventoryWindow --> InventorySlot
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InventorySlot --> ItemStructure
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InventoryWindow --> Filterstruct
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Stackslider --> I_InventoryComponent
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InventoryWindow --> I_InventoryComponent
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InventoryComponent --> I_InventoryComponent
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SlotStructure --> ItemStructure
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ItemStructure --> ItemType
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ItemStructure --> Rarety
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ItemStructure --> DealerInterests
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```
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