A Minecraft style clone in Godot
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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