SupaLidlGame/Items/Inventory.cs

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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
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{
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public Character Character { get; private set; }
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[Export]
public Array<Item> Items { get; private set; }
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[Export]
public Dictionary<string, int> InventoryMap { get; set; }
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[Signal]
public delegate void UsedItemEventHandler(Item item);
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public const int MaxCapacity = 32;
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private Item _selectedItem;
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public Item SelectedItem
{
get => _selectedItem;
set => EquipItem(value, ref _selectedItem);
}
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public bool IsUsingItem => SelectedItem?.IsUsing ?? false;
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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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public override void _Ready()
{
if (Items is null)
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{
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// instantiating a new array will prevent characters from
// sharing inventories
Items = new Array<Item>();
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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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private bool EquipItem(Item item, ref Item slot)
{
if (item is not null)
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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.");
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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slot = item;
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if (item is not null)
{
item.Equip(Character);
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}
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return true;
}
public Item GetItemByMap(string keymap)
{
if (InventoryMap.ContainsKey(keymap))
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{
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int idx = InventoryMap[keymap];
if (idx < Items.Count)
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{
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return Items[InventoryMap[keymap]];
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}
}
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else GD.Print(keymap + " does not exist");
return null;
}
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public Item AddItem(Item item)
{
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;
item.Visible = false;
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;
}
public Item DropItem(Item item)
{
item.CharacterOwner = null;
item.Visible = true;
var e = SelectedItem = item;
throw new System.NotImplementedException();
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}
}