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Refactored switches and chests and mapping
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parent
295d32e66d
commit
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14 changed files with 158 additions and 91 deletions
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@ -1,11 +1,16 @@
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using Godot;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Cirno.Scripts;
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using Cirno.Scripts.Resources;
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public partial class InventoryManager : Node2D
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{
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public bool RedKeycard { get; set; }
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private List<LootItem> _items = new List<LootItem>();
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// Called when the node enters the scene tree for the first time.
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public override void _Ready()
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{
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@ -16,41 +21,53 @@ public partial class InventoryManager : Node2D
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{
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}
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public bool HasItems(List<ItemTypes> items)
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{
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return items.Aggregate(false, (current, item) => current || HasItem(item));
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}
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public bool HasItem(ItemTypes type)
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{
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return _items.Any(x => x.Item == type && x.Amount > 0);
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}
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public bool AddItem(ItemTypes type, int amount = 1)
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{
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switch (type)
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{
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case ItemTypes.KeycardRed:
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RedKeycard = true;
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GD.Print($"Red Keycard x{amount}");
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break;
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case ItemTypes.KeycardBlue:
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GD.Print($"Blue Keycard x{amount}");
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break;
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case ItemTypes.KeycardGreen:
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GD.Print($"Green Keycard x{amount}");
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break;
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case ItemTypes.Ammo:
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GD.Print($"Ammo x{amount}");
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break;
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case ItemTypes.Medkit:
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GD.Print($"Medkit x{amount}");
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break;
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case ItemTypes.CrabBomb:
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GD.Print($"CrabBomb x{amount}");
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break;
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case ItemTypes.Bomb:
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GD.Print($"Bomb x{amount}");
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break;
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case ItemTypes.Mine:
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GD.Print($"Mine x{amount}");
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break;
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case ItemTypes.Battery:
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GD.Print($"Battery x{amount}");
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break;
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default:
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return false;
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}
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_items.Add(new LootItem() { Item = type, Amount = amount });
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GD.Print($"Added {type} x{amount}");
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// switch (type)
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// {
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// // case ItemTypes.KeycardRed:
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// // RedKeycard = true;
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// // GD.Print($"Red Keycard x{amount}");
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// // break;
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// // case ItemTypes.KeycardBlue:
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// // GD.Print($"Blue Keycard x{amount}");
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// // break;
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// // case ItemTypes.KeycardGreen:
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// // GD.Print($"Green Keycard x{amount}");
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// // break;
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// // case ItemTypes.Ammo:
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// // GD.Print($"Ammo x{amount}");
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// // break;
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// // case ItemTypes.Medkit:
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// // GD.Print($"Medkit x{amount}");
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// // break;
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// // case ItemTypes.CrabBomb:
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// // GD.Print($"CrabBomb x{amount}");
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// // break;
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// // case ItemTypes.Bomb:
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// // GD.Print($"Bomb x{amount}");
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// // break;
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// // case ItemTypes.Mine:
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// // GD.Print($"Mine x{amount}");
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// // break;
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// // case ItemTypes.Battery:
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// // GD.Print($"Battery x{amount}");
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// // break;
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// // default:
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// // return false;
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// }
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return true; // TODO: Return false if could not be added
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}
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