cirnogodot/Scripts/InventoryManager.cs
2025-05-08 11:07:23 +02:00

229 lines
5 KiB
C#

using Godot;
using System;
using System.Collections.Generic;
using System.Linq;
using Cirno.Scripts;
using Cirno.Scripts.Resources;
public partial class InventoryManager : Node2D
{
public static InventoryManager Instance { get; private set; }
public ItemsDatabase ItemsDatabase { get; set; }
public bool RedKeycard { get; set; }
private Dictionary<string, ItemContainer> _itemsDict = new();
public List<ItemContainer> Items => _itemsDict.Where(x => x.Value.Count > 0).Select(x => x.Value).ToList();
[Signal]
public delegate void ItemAddedEventHandler(LootItem item, int currentAmount);
[Signal]
public delegate void ItemRemovedEventHandler(string itemKey, int currentAmount);
/// <summary>
/// Use when equipping a weapon from the inventory screen
/// </summary>
[Signal] public delegate void WeaponEquipEventHandler(string itemKey);
/// <summary>
/// Use when updating the weapon shown on the hud
/// </summary>
[Signal] public delegate void WeaponUpdateEventHandler(string itemKey);
[Signal]
public delegate void ItemUsedEventHandler(LootItem itemKey, int totalCount);
[Signal]
public delegate void TotalAmmoChangedEventHandler(StringName ammoKey, int count);
[Signal]
public delegate void LoadedAmmoChangedEventHandler(StringName weaponKey, int count);
public override void _Ready()
{
Instance = this;
GD.Print("Loading items");
Load(GlobalState.Session.Items);
}
// Called every frame. 'delta' is the elapsed time since the previous frame.
public override void _Process(double delta)
{
}
public bool TryGetItem(string key, out ItemContainer item)
{
return _itemsDict.TryGetValue(key, out item);
}
public LootItem FindItemInDb(string key)
{
return ItemsDatabase.GetLootItem(key);
}
public bool HasItems(IList<string> itemKeys)
{
return itemKeys.Aggregate(false, (current, item) => current || GetItemCount(item) > 0);
}
public int GetItemCount(string itemKey)
{
return _itemsDict.TryGetValue(itemKey, out var itm) ? itm.Count : 0;
}
public int RemoveItem(LootItem item)
{
return RemoveItem(item.ItemKey, 9999);
}
public int RemoveItem(string itemKey, int amount)
{
if (!_itemsDict.TryGetValue(itemKey, out var itm)) return 0;
int removed = Math.Min(itm.Count, amount);
itm.Count -= amount;
if (itm.Count < 0)
{
itm.Count = 0;
//_itemsDict.Remove(itemKey);
}
EmitSignal(SignalName.ItemRemoved, itemKey, itm.Count);
if (itm.Item.Item is ItemTypes.Ammo)
{
EmitSignal(SignalName.TotalAmmoChanged, itemKey, itm.Count);
}
return removed;
}
public bool CanAddItem(string itemKey)
{
var found = TryGetItem(itemKey, out var itm);
if (found)
{
return (itm.Count < itm.Item.Max);
}
var dbItem = FindItemInDb(itemKey);
return dbItem != null;
}
public bool AddItem(LootItem item)
{
//var item = new LootItem() { Item = type, Amount = amount };
if (!_itemsDict.TryGetValue(item.ItemKey, out var itm))
{
_itemsDict.Add(item.ItemKey, new ItemContainer()
{
Item = item,
Count = item.Amount,
});
GD.Print($"Added new ({item.ItemKey}) {item.Item} x{item.Amount}");
EmitSignal(SignalName.ItemAdded, item, item.Amount);
}
else
{
if (itm.Count < item.Max)
{
itm.Count += item.Amount;
}
else
{
if (item.PickupIfMaxed)
{
itm.Count = item.Max;
}
else
{
return false;
}
}
EmitSignal(SignalName.ItemAdded, item, itm.Count);
}
return true;
}
public bool UseItem(StringName itemKey)
{
if (!_itemsDict.TryGetValue(itemKey, out var itm)) return false;
if (itm.Count == 0) return false;
GD.Print($"Used item in manager {itemKey}");
switch (itm.Item.Item)
{
case ItemTypes.Medkit:
case ItemTypes.FrogBomb:
case ItemTypes.Bomb:
case ItemTypes.Mine:
case ItemTypes.Battery:
EmitSignal(SignalName.ItemUsed, itm.Item, itm.Count);
if (itm.Item.ConsumeOnUse)
{
RemoveItem(itm.Item.ItemKey, 1);
}
break;
case ItemTypes.Weapon:
// Equip weapon
EmitSignal(SignalName.WeaponEquip, itm.Item.ItemKey);
break;
}
return true;
}
public void NotifyLoadedAmmoChange(StringName weaponDataItemKey, int loadedAmmo)
{
EmitSignal(SignalName.LoadedAmmoChanged, weaponDataItemKey, loadedAmmo);
}
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}");
}
public void UpdateEquippedWeapon(string itemKey)
{
EmitSignalWeaponUpdate(itemKey);
}
}
public class ItemContainer
{
public LootItem Item { get; set; }
public int Count { get; set; }
}