SupaLidlGame/Items/Inventory.cs

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C#
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using Godot;
using SupaLidlGame.Characters;
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using Godot.Collections;
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namespace SupaLidlGame.Items;
public partial class Inventory : Node2D, IItemCollection<ItemMetadata>
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{
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public Character Character { get; private set; }
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[Export]
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public Array<Item> Hotbar { get; private set; }
public Array<int> HotbarToItemIndexMap { get; set; } = new();
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[Export]
public Array<ItemMetadata> Items { get; set; }
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[Signal]
public delegate void UsedItemEventHandler(Item item);
[Signal]
public delegate void EquippedItemEventHandler(Item newItem, Item prevItem);
[Signal]
public delegate void ItemAddedEventHandler(ItemMetadata newItemMetadata);
public int Capacity { get; set; } = 30;
public const int HotbarCapacity = 3;
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private Item _selectedItem;
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public Item SelectedItem
{
get => _selectedItem;
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set => EquipItem(value);
}
private int _selectedIndex;
public int SelectedIndex
{
get => _selectedIndex;
set => EquipIndex(value);
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}
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private int _quickSwitchIndex = -1;
public const int QUICKSWITCH_SIZE = 3;
public int CurrentQuickSwitchIndex
{
get => _quickSwitchIndex;
set
{
const int size = QUICKSWITCH_SIZE;
_quickSwitchIndex = (value % size + size) % size;
}
}
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public bool IsUsingItem => SelectedItem?.IsUsing ?? false;
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public Inventory()
{
HotbarToItemIndexMap.Resize(HotbarCapacity);
HotbarToItemIndexMap.Fill(-1);
}
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public override void _Ready()
{
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if (Hotbar is null)
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{
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// instantiating a new array will prevent characters from
// sharing inventories
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Hotbar = new();
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Hotbar.Resize(HotbarCapacity);
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}
if (Items is null)
{
Items = new();
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}
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Character = GetParent<Character>();
foreach (Node child in GetChildren())
{
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if (child is Item item)
{
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AddItem(item);
}
}
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base._Ready();
}
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public virtual bool EquipIndex(int index)
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{
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if (index >= Hotbar.Count)
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{
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return false;
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}
Item prevItem = _selectedItem;
prevItem?.Unequip(Character);
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_selectedIndex = index;
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if (index >= 0)
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{
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_selectedItem = Hotbar[index];
_selectedItem?.Equip(Character);
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}
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else
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{
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_selectedItem = null;
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}
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EmitSignal(SignalName.EquippedItem, prevItem, _selectedItem);
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return true;
}
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protected virtual bool EquipItem(Item item)
{
if (item is null)
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{
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EquipIndex(-1);
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}
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int index = Hotbar.IndexOf(item);
if (index < 0)
{
GD.PushWarning("Trying to equip item not in the hot inventory.");
}
return EquipIndex(index);
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}
public Item AddToHotbar(ItemMetadata metadata)
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{
//AddItemMetadata(metadata);
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var item = metadata.Instance.Instantiate<Item>();
AddItem(item);
AddChild(item);
GD.Print("Added " + item.Metadata.Name);
return item;
}
public Item SetHotbarIndexToItemIndex(int hotbarIndex, int itemIndex)
{
HotbarToItemIndexMap[hotbarIndex] = itemIndex;
if (itemIndex >= 0)
{
return SetHotbarIndexToItem(hotbarIndex, Items[itemIndex]);
}
return null;
}
private Item SetHotbarIndexToItem(int index, ItemMetadata metadata)
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{
var oldItem = Hotbar[index];
Item newItem = null;
if (IsInstanceValid(oldItem))
{
oldItem?.QueueFree();
}
if (metadata is not null)
{
newItem = metadata.Instance.Instantiate<Item>();
AddChild(newItem);
Hotbar[index] = newItem;
}
if (SelectedIndex == index)
{
// equip item if the hotbar index we are setting is selected
EquipIndex(index);
}
var bus = Events.EventBus.Instance;
bus.EmitSignal(Events.EventBus.SignalName.PlayerInventoryUpdate, this);
return newItem;
}
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public Item AddItem(Item item)
{
if (Hotbar.Count >= HotbarCapacity)
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{
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return null;
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}
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item.CharacterOwner = Character;
item.Visible = false;
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if (!Hotbar.Contains(item))
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{
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Hotbar.Add(item);
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}
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return item;
}
public System.Collections.Generic.IEnumerable<ItemMetadata> GetItems()
{
return Items;
}
public bool Add(ItemMetadata item)
{
if (Items.Count >= Capacity)
{
return false;
}
Items.Add(item);
EmitSignal(SignalName.ItemAdded, item);
return true;
}
public bool Remove(ItemMetadata item)
{
return Items.Remove(item);
}
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public Item DropItem(Item item)
{
item.CharacterOwner = null;
item.Visible = true;
var e = SelectedItem = item;
throw new System.NotImplementedException();
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}
}