Refactored switches and chests and mapping

This commit is contained in:
Marco 2025-01-30 17:24:40 +01:00
commit cc5376e94e
14 changed files with 158 additions and 91 deletions

View file

@ -1,18 +1,26 @@
namespace Cirno.Scripts;
using Cirno.Scripts.Resources;
using Godot;
using Godot.Collections;
public partial class Chest : Activable
namespace Cirno.Scripts;
public partial class Chest : Interactable
{
private InventoryManager inventoryManager;
[Export] public Array<LootItem> LootTable = new Array<LootItem>();
public override void _Ready()
{
inventoryManager = GetNode<InventoryManager>("/root/GameScene/InventoryManager");
}
public override void Activate()
{
inventoryManager.AddRedKeycard();
GetParent().QueueFree();
if (!MeetsRequirements()) return;
foreach (var item in LootTable)
{
_inventoryManager.AddItem(item.Item, item.Amount);
}
}
public override void _Ready()
{
base._Ready();
}
}

View file

@ -0,0 +1,16 @@
using Godot;
namespace Cirno.Scripts.Interactables;
public partial class Switch : Interactable
{
[Export] public Activable Target { get; set; }
public override void Activate()
{
if (MeetsRequirements())
{
Target?.Activate();
}
}
}

View file

@ -1,11 +1,16 @@
using Godot;
using System;
using System.Collections.Generic;
using System.Linq;
using Cirno.Scripts;
using Cirno.Scripts.Resources;
public partial class InventoryManager : Node2D
{
public bool RedKeycard { get; set; }
private List<LootItem> _items = new List<LootItem>();
// Called when the node enters the scene tree for the first time.
public override void _Ready()
{
@ -16,41 +21,53 @@ public partial class InventoryManager : Node2D
{
}
public bool HasItems(List<ItemTypes> items)
{
return items.Aggregate(false, (current, item) => current || HasItem(item));
}
public bool HasItem(ItemTypes type)
{
return _items.Any(x => x.Item == type && x.Amount > 0);
}
public bool AddItem(ItemTypes type, int amount = 1)
{
switch (type)
{
case ItemTypes.KeycardRed:
RedKeycard = true;
GD.Print($"Red Keycard x{amount}");
break;
case ItemTypes.KeycardBlue:
GD.Print($"Blue Keycard x{amount}");
break;
case ItemTypes.KeycardGreen:
GD.Print($"Green Keycard x{amount}");
break;
case ItemTypes.Ammo:
GD.Print($"Ammo x{amount}");
break;
case ItemTypes.Medkit:
GD.Print($"Medkit x{amount}");
break;
case ItemTypes.CrabBomb:
GD.Print($"CrabBomb x{amount}");
break;
case ItemTypes.Bomb:
GD.Print($"Bomb x{amount}");
break;
case ItemTypes.Mine:
GD.Print($"Mine x{amount}");
break;
case ItemTypes.Battery:
GD.Print($"Battery x{amount}");
break;
default:
return false;
}
_items.Add(new LootItem() { Item = type, Amount = amount });
GD.Print($"Added {type} x{amount}");
// switch (type)
// {
// // case ItemTypes.KeycardRed:
// // RedKeycard = true;
// // GD.Print($"Red Keycard x{amount}");
// // break;
// // case ItemTypes.KeycardBlue:
// // GD.Print($"Blue Keycard x{amount}");
// // break;
// // case ItemTypes.KeycardGreen:
// // GD.Print($"Green Keycard x{amount}");
// // break;
// // case ItemTypes.Ammo:
// // GD.Print($"Ammo x{amount}");
// // break;
// // case ItemTypes.Medkit:
// // GD.Print($"Medkit x{amount}");
// // break;
// // case ItemTypes.CrabBomb:
// // GD.Print($"CrabBomb x{amount}");
// // break;
// // case ItemTypes.Bomb:
// // GD.Print($"Bomb x{amount}");
// // break;
// // case ItemTypes.Mine:
// // GD.Print($"Mine x{amount}");
// // break;
// // case ItemTypes.Battery:
// // GD.Print($"Battery x{amount}");
// // break;
// // default:
// // return false;
// }
return true; // TODO: Return false if could not be added
}

View file

@ -24,6 +24,9 @@ public partial class Pickupper : Activable
}
//inventoryManager.AddRedKeycard();
GetParent().QueueFree(); // TODO: send a signal instead
//GetParent().QueueFree(); // TODO: send a signal instead
}
}

View file

@ -7,4 +7,5 @@ public partial class LootItem : Resource
{
[Export] public ItemTypes Item;
[Export] public int Amount;
[Export] public int Max;
}