using Godot; using SupaLidlGame.Characters; using Godot.Collections; namespace SupaLidlGame.Items; public partial class Inventory : Node2D { public Character Character { get; private set; } [Export] public Array Items { get; private set; } [Export] public Dictionary InventoryMap { get; set; } [Signal] public delegate void UsedItemEventHandler(Item item); public const int MaxCapacity = 32; private Item _selectedItem; public Item SelectedItem { get => _selectedItem; set => EquipItem(value, ref _selectedItem); } public bool IsUsingItem => SelectedItem?.IsUsing ?? false; public Inventory() { InventoryMap = new Dictionary(); InventoryMap.Add("equip_1", 0); InventoryMap.Add("equip_2", 1); InventoryMap.Add("equip_3", 2); } public override void _Ready() { if (Items is null) { // instantiating a new array will prevent characters from // sharing inventories Items = new Array(); } Character = GetParent(); foreach (Node child in GetChildren()) { if (child is Item item) { GD.Print("Adding item " + item.Name); AddItem(item); } } base._Ready(); } private bool EquipItem(Item item, ref Item slot) { if (item is not null) { if (!Items.Contains(item)) { GD.PrintErr("Tried to equip an item not in the inventory."); return false; } } if (slot is not null) { slot.Unequip(Character); } slot = item; if (item is not null) { item.Equip(Character); } return true; } 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; } public Item AddItem(Item item) { if (Items.Count >= MaxCapacity) { return null; } item.CharacterOwner = Character; item.Visible = false; if (!Items.Contains(item)) { Items.Add(item); } return item; } public Item DropItem(Item item) { item.CharacterOwner = null; item.Visible = true; var e = SelectedItem = item; throw new System.NotImplementedException(); } }