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
{
public Character Character { get; private set; }
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[Export]
public Array<Item> Items { get; private set; } = new Array<Item>();
[Export]
public Dictionary<string, int> InventoryMap { get; set; }
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public const int MaxCapacity = 32;
private Item _selectedItem;
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private Item _offhandItem;
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public Item SelectedItem
{
get => _selectedItem;
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set => EquipItem(value, ref _selectedItem);
}
public Item OffhandItem
{
get => _selectedItem;
set => EquipItem(value, ref _offhandItem);
}
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public bool IsUsingItem => (SelectedItem?.IsUsing ?? false) ||
(OffhandItem?.IsUsing ?? false);
public Inventory()
{
InventoryMap = new Dictionary<string, int>();
InventoryMap.Add("equip_1", 0);
InventoryMap.Add("equip_2", 1);
InventoryMap.Add("equip_3", 2);
}
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private bool EquipItem(Item item, ref Item slot)
{
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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
// two-handed item
if (_selectedItem is not null && !_selectedItem.IsOneHanded)
{
return false;
}
if (_offhandItem is not null && !_offhandItem.IsOneHanded)
{
return false;
}
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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)
{
slot.Unequip(Character);
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}
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slot = item;
if (item is not null)
{
item.Equip(Character);
}
return true;
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}
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public Item GetItemByMap(string keymap)
{
if (InventoryMap.ContainsKey(keymap))
{
int idx = InventoryMap[keymap];
if (idx < Items.Count)
{
return Items[InventoryMap[keymap]];
}
}
else GD.Print(keymap + " does not exist");
return null;
}
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public Item AddItem(Item item)
{
if (Items.Count >= MaxCapacity)
{
return null;
}
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item.CharacterOwner = Character;
item.Visible = false;
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if (!Items.Contains(item))
{
Items.Add(item);
}
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return item;
}
public Item DropItem(Item item)
{
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item.CharacterOwner = null;
item.Visible = true;
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var e = SelectedItem = item;
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throw new System.NotImplementedException();
}
public override void _Ready()
{
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Character = GetParent<Character>();
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foreach (Node child in GetChildren())
{
if (child is Item item)
{
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AddItem(item);
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}
}
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base._Ready();
}
}
}