cirnogodot/Scripts/InventoryManager.cs

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4.3 KiB
C#
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using Godot;
using System;
using System.Collections.Generic;
using System.Linq;
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using Cirno.Scripts;
using Cirno.Scripts.Resources;
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public partial class InventoryManager : Node2D
{
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public static InventoryManager Instance { get; private set; }
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public ItemsDatabase ItemsDatabase { get; set; }
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public bool RedKeycard { get; set; }
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private Dictionary<string, ItemContainer> _itemsDict = new();
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public List<ItemContainer> Items => _itemsDict.Where(x => x.Value.Count > 0).Select(x => x.Value).ToList();
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[Signal]
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public delegate void ItemAddedEventHandler(LootItem item, int currentAmount);
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[Signal]
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public delegate void ItemRemovedEventHandler(string itemKey, int currentAmount);
[Signal]
public delegate void WeaponEquipEventHandler(string itemKey);
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[Signal]
public delegate void ItemUsedEventHandler(LootItem itemKey, int totalCount);
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[Signal]
public delegate void TotalAmmoChangedEventHandler(StringName ammoKey, int count);
[Signal]
public delegate void LoadedAmmoChangedEventHandler(StringName weaponKey, int count);
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public override void _Ready()
{
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Instance = this;
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GD.Print("Loading items");
Load(GlobalState.Session.Items);
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}
// Called every frame. 'delta' is the elapsed time since the previous frame.
public override void _Process(double delta)
{
}
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public bool TryGetItem(string key, out ItemContainer item)
{
return _itemsDict.TryGetValue(key, out item);
}
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public bool HasItems(IList<string> itemKeys)
{
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return itemKeys.Aggregate(false, (current, item) => current || GetItemCount(item) > 0);
}
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public int GetItemCount(string itemKey)
{
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return _itemsDict.TryGetValue(itemKey, out var itm) ? itm.Count : 0;
}
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public int RemoveItem(string itemKey, int amount)
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{
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if (!_itemsDict.TryGetValue(itemKey, out var itm)) return 0;
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int removed = Math.Min(itm.Count, amount);
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itm.Count -= amount;
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if (itm.Count < 0)
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{
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itm.Count = 0;
//_itemsDict.Remove(itemKey);
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}
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EmitSignal(SignalName.ItemRemoved, itemKey, itm.Count);
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if (itm.Item.Item is ItemTypes.Ammo)
{
EmitSignal(SignalName.TotalAmmoChanged, itemKey, itm.Count);
}
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return removed;
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}
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public bool AddItem(LootItem item)
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{
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//var item = new LootItem() { Item = type, Amount = amount };
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if (!_itemsDict.TryGetValue(item.ItemKey, out var itm))
{
_itemsDict.Add(item.ItemKey, new ItemContainer()
{
Item = item,
Count = item.Amount,
});
GD.Print($"Added new ({item.ItemKey}) {item.Item} x{item.Amount}");
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EmitSignal(SignalName.ItemAdded, item, item.Amount);
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}
else
{
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if (itm.Count < item.Max)
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{
itm.Count += item.Amount;
}
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else
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{
if (item.PickupIfMaxed)
{
itm.Count = item.Max;
}
else
{
return false;
}
}
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EmitSignal(SignalName.ItemAdded, item, itm.Count);
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}
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return true;
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}
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public bool UseItem(StringName itemKey)
{
if (!_itemsDict.TryGetValue(itemKey, out var itm)) return false;
if (itm.Count == 0) return false;
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GD.Print($"Used item in manager {itemKey}");
switch (itm.Item.Item)
{
case ItemTypes.Medkit:
case ItemTypes.FrogBomb:
case ItemTypes.Bomb:
case ItemTypes.Mine:
case ItemTypes.Battery:
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EmitSignal(SignalName.ItemUsed, itm.Item, itm.Count);
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if (itm.Item.ConsumeOnUse)
{
RemoveItem(itm.Item.ItemKey, 1);
}
break;
case ItemTypes.Weapon:
// Equip weapon
EmitSignal(SignalName.WeaponEquip, itm.Item.ItemKey);
break;
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}
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return true;
}
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public void NotifyLoadedAmmoChange(StringName weaponDataItemKey, int loadedAmmo)
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{
EmitSignal(SignalName.LoadedAmmoChanged, weaponDataItemKey, loadedAmmo);
}
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public Godot.Collections.Dictionary<string, int> Save()
{
Godot.Collections.Dictionary<string, int> dict = new();
foreach (var item in _itemsDict)
{
dict.Add(item.Key, item.Value.Count);
}
return dict;
}
public void Load(Godot.Collections.Dictionary<string, int> items)
{
ItemsDatabase = ResourceLoader.Load<ItemsDatabase>("uid://cdi84udi6gldt");
_itemsDict.Clear();
_itemsDict = items.ToDictionary(x => x.Key, x => new ItemContainer()
{
Item = ItemsDatabase.LootItems.FirstOrDefault(y => y.ItemKey == x.Key),
Count = x.Value
});
GD.Print($"Items after loading: {_itemsDict.Count}");
}
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}
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public class ItemContainer
{
public LootItem Item { get; set; }
public int Count { get; set; }
}