2022-11-13 19:52:09 -08:00
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using Godot;
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using SupaLidlGame.Characters;
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using Godot.Collections;
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2023-06-03 18:21:46 -07:00
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namespace SupaLidlGame.Items;
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2024-06-04 22:12:01 -07:00
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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; }
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public Array<int> HotbarToItemIndexMap { get; set; } = new();
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[Export]
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public Array<ItemMetadata> Items { get; set; }
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[Signal]
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public delegate void UsedItemEventHandler(Item item);
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[Signal]
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public delegate void EquippedItemEventHandler(Item newItem, Item prevItem);
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[Signal]
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public delegate void ItemAddedEventHandler(ItemMetadata newItemMetadata);
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public int Capacity { get; set; } = 30;
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public const int HotbarCapacity = 3;
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private Item _selectedItem;
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public Item SelectedItem
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{
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get => _selectedItem;
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set => EquipItem(value);
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}
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private int _selectedIndex;
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public int SelectedIndex
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{
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get => _selectedIndex;
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set => EquipIndex(value);
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}
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private int _quickSwitchIndex = -1;
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public const int QUICKSWITCH_SIZE = 3;
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public int CurrentQuickSwitchIndex
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{
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get => _quickSwitchIndex;
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set
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{
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const int size = QUICKSWITCH_SIZE;
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_quickSwitchIndex = (value % size + size) % size;
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}
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}
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public bool IsUsingItem => SelectedItem?.IsUsing ?? false;
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public Inventory()
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{
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HotbarToItemIndexMap.Resize(HotbarCapacity);
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HotbarToItemIndexMap.Fill(-1);
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}
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public override void _Ready()
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{
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if (Hotbar is null)
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{
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// instantiating a new array will prevent characters from
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// sharing inventories
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Hotbar = new();
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Hotbar.Resize(HotbarCapacity);
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}
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if (Items is null)
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{
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Items = new();
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}
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Character = GetParent<Character>();
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foreach (Node child in GetChildren())
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{
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if (child is Item item)
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{
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AddItem(item);
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}
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}
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base._Ready();
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}
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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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}
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Item prevItem = _selectedItem;
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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];
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_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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}
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protected virtual bool EquipItem(Item item)
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{
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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);
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if (index < 0)
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{
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GD.PushWarning("Trying to equip item not in the hot inventory.");
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}
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return EquipIndex(index);
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}
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public Item AddToHotbar(ItemMetadata metadata)
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{
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//AddItemMetadata(metadata);
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var item = metadata.Instance.Instantiate<Item>();
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AddItem(item);
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AddChild(item);
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GD.Print("Added " + item.Metadata.Name);
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return item;
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}
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public Item SetHotbarIndexToItemIndex(int hotbarIndex, int itemIndex)
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{
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HotbarToItemIndexMap[hotbarIndex] = itemIndex;
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if (itemIndex >= 0)
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{
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return SetHotbarIndexToItem(hotbarIndex, Items[itemIndex]);
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}
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return null;
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}
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private Item SetHotbarIndexToItem(int index, ItemMetadata metadata)
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{
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var oldItem = Hotbar[index];
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Item newItem = null;
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if (IsInstanceValid(oldItem))
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{
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oldItem?.QueueFree();
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}
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if (metadata is not null)
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{
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newItem = metadata.Instance.Instantiate<Item>();
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AddChild(newItem);
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Hotbar[index] = newItem;
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}
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if (SelectedIndex == index)
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{
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// equip item if the hotbar index we are setting is selected
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EquipIndex(index);
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}
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var bus = Events.EventBus.Instance;
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bus.EmitSignal(Events.EventBus.SignalName.PlayerInventoryUpdate, this);
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return newItem;
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}
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public Item AddItem(Item item)
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{
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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;
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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;
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}
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public System.Collections.Generic.IEnumerable<ItemMetadata> GetItems()
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{
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return Items;
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}
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public bool Add(ItemMetadata item)
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{
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if (Items.Count >= Capacity)
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{
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return false;
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}
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Items.Add(item);
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EmitSignal(SignalName.ItemAdded, item);
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return true;
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}
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public bool Remove(ItemMetadata item)
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{
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return Items.Remove(item);
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}
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public Item DropItem(Item item)
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{
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item.CharacterOwner = null;
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item.Visible = true;
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var e = SelectedItem = item;
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throw new System.NotImplementedException();
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}
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}
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