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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2022-11-13 19:52:09 -08:00
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namespace SupaLidlGame.Items
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{
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public partial class Inventory : Node2D
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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> Items { get; private set; } = new Array<Item>();
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[Export]
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public Dictionary<string, int> InventoryMap { get; set; }
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public const int MaxCapacity = 32;
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private Item _selectedItem;
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private Item _offhandItem;
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public Item SelectedItem
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{
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get => _selectedItem;
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set => EquipItem(value, ref _selectedItem);
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}
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public Item OffhandItem
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{
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get => _selectedItem;
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set => EquipItem(value, ref _offhandItem);
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}
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public bool IsUsingItem => (SelectedItem?.IsUsing ?? false) ||
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(OffhandItem?.IsUsing ?? false);
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public Inventory()
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{
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InventoryMap = new Dictionary<string, int>();
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InventoryMap.Add("equip_1", 0);
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InventoryMap.Add("equip_2", 1);
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InventoryMap.Add("equip_3", 2);
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}
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private bool EquipItem(Item item, ref Item slot)
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{
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if (item is not null)
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{
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if (item.IsOneHanded)
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{
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// we can not equip this if either hand is occupied by
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// two-handed item
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if (_selectedItem is not null && !_selectedItem.IsOneHanded)
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{
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return false;
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}
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if (_offhandItem is not null && !_offhandItem.IsOneHanded)
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{
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return false;
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}
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}
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if (!Items.Contains(item))
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{
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GD.PrintErr("Tried to equip an item not in the inventory.");
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return false;
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}
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}
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if (slot is not null)
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{
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slot.Unequip(Character);
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}
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slot = item;
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if (item is not null)
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{
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item.Equip(Character);
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}
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return true;
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}
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public Item GetItemByMap(string keymap)
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{
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if (InventoryMap.ContainsKey(keymap))
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{
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int idx = InventoryMap[keymap];
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if (idx < Items.Count)
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{
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return Items[InventoryMap[keymap]];
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}
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}
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else GD.Print(keymap + " does not exist");
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return null;
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}
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public Item AddItem(Item item)
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{
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if (Items.Count >= MaxCapacity)
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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 (!Items.Contains(item))
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{
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Items.Add(item);
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}
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return 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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public override void _Ready()
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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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}
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}
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