extends Node signal next_quick_slot signal previous_quick_slot signal select_quick_slot(slot_index: int) signal quick_slot_item_changed(item_id: String) signal item_picked_up(item: DBItemResource) signal item_dropped(item: DBItemResource) signal inventory_opened signal inventory_closed signal add_to_inventory(item_id: String, amount: int) signal remove_from_inventory(item_id: String, amount: int) signal item_added(item_id: String, amount: int) signal item_removed(item_id: String, amount: int) var quick_slot_item_id: String = "001" var max_inventory_items: int = 40 # 4 rows of 10 var inventory: Array[DBItemResource] = [] func _ready() -> void: self.quick_slot_item_changed.connect(_on_quick_slot_item_changed) self.item_picked_up.connect(_on_item_picked_up) self.item_dropped.connect(_on_item_dropped) self.add_to_inventory.connect(_on_add_to_inventory) self.remove_from_inventory.connect(_on_remove_from_inventory) # TODO: REMOVE ME func _unhandled_input(event: InputEvent) -> void: if event.is_action_pressed("ui_cancel"): add_to_inventory.emit("003", 1) func _find_first_available_stack(item_resource: DBItemResource, item_id: String) -> bool: return ( item_resource.id == item_id and item_resource.amount < item_resource.max_stack_size ) func _on_add_to_inventory(item_id: String, amount: int = 1) -> void: if not DBItems.data.get(item_id): printerr("Cannot add item, ", item_id, ", to inventory. Could not find item within DBItems.data.") return if amount < 1: printerr("Cannot add item, ", item_id, ", to inventory. Amount to add cannot be less then 1.") return var item_resource: DBItemResource = DBItems.data[item_id] # This logic seems overly complicated and is a mess. # Should look into fixing/simplifying this in the future var amount_remaining: int = amount while amount_remaining > 0: var first_stack_index: int = inventory.find_custom(_find_first_available_stack.bind(item_id)) if first_stack_index == -1 and inventory.size() < max_inventory_items: var stack_resource: DBItemResource = item_resource.duplicate() inventory.append(stack_resource) if amount_remaining <= stack_resource.max_stack_size: inventory[-1].amount += amount_remaining amount_remaining = 0 else: inventory[-1].amount = stack_resource.max_stack_size amount_remaining -= stack_resource.max_stack_size item_added.emit(item_id, amount - amount_remaining) elif first_stack_index > -1: var stack_resource: DBItemResource = inventory[first_stack_index] var current_amount: int = stack_resource.amount var total_amount: int = current_amount + amount_remaining if total_amount < stack_resource.max_stack_size: # Stack not full and can hold inventory[first_stack_index].amount = total_amount amount_remaining = 0 else: inventory[first_stack_index].amount = stack_resource.max_stack_size amount_remaining -= stack_resource.max_stack_size item_added.emit(item_id, amount - amount_remaining) func _on_remove_from_inventory(item_id: String, amount: int = 1) -> void: if not inventory.has(item_id): return #if inventory[item_id].amount > 0: #inventory[item_id].amount -= amount #item_removed.emit(item_id, max(0, amount)) func _on_item_dropped(item_id: String) -> void: _on_remove_from_inventory(item_id, 1) func _on_item_picked_up(item_id: String) -> void: _on_add_to_inventory(item_id, 1) func _on_quick_slot_item_changed(item_id: String) -> void: quick_slot_item_id = item_id