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extends Node
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signal item_dropped(item: DBItemResource)
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signal item_picked_up(item: DBItemResource)
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#region Inventory Specific
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signal add_to_inventory(item_id: String, amount: int)
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signal clear_inventory ## Remove all items in inventory
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signal item_added(item_id: String, amount: int)
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signal item_removed(item_id: String, amount: int)
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signal inventory_closed
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signal inventory_opened
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signal inventory_slot_updated(slot_index: int)
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signal remove_from_inventory(item_id: String, amount: int)
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signal remove_from_quickslot(amount: int)
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signal remove_from_slot(slot_index: int, amount: int)
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#endregion
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#region Quickslots
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signal next_quick_slot
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signal previous_quick_slot
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signal quick_slot_selected(slot_index: int)
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signal select_quick_slot(slot_index: int)
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#endregion
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var max_inventory_items: int = 40 # 4 rows of 10
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var quick_slot_count: int = 10
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var selected_quick_slot: int = 0
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var inventory: Array[DBItemResource] = [] ## To ensure inventory is automatically sorted, "empty" inventory cells will be replaced with null to keep positions
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var _inventory_cache: Dictionary[String, Dictionary] = {} ## Used for caching certain information
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func _ready() -> void:
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self.item_picked_up.connect(_on_item_picked_up)
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self.item_dropped.connect(_on_item_dropped)
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self.add_to_inventory.connect(_on_add_to_inventory)
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self.clear_inventory.connect(_on_clear_inventory)
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self.quick_slot_selected.connect(_on_quick_slot_selected)
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self.remove_from_inventory.connect(_on_remove_from_inventory)
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self.remove_from_quickslot.connect(_on_remove_from_quickslot)
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self.remove_from_slot.connect(_on_remove_from_slot)
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func available_space(item_id: String) -> int:
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var full_stacks: int = floor(_inventory_cache[item_id].total / DBItems.data[item_id].max_stack_size)
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var space_in_stacks: int = (
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DBItems.data[item_id].max_stack_size - abs(
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_inventory_cache[item_id].total - (DBItems.data[item_id].max_stack_size * full_stacks)
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)
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)
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# This is a bit of a hack because I'm a math/logic noob
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if space_in_stacks == DBItems.data[item_id].max_stack_size:
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space_in_stacks = 0
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var open_stack_amount: int = (max_inventory_items - inventory.size()) * DBItems.data[item_id].max_stack_size
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return open_stack_amount + space_in_stacks
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func get_inventory_item(item_slot: int = selected_quick_slot) -> DBItemResource:
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if item_slot >= inventory.size() or item_slot < 0:
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return null
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return inventory.get(item_slot)
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func get_quick_slot_item_id(item_slot: int = selected_quick_slot) -> String:
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return inventory[item_slot].id
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func _find_stacks_by_id(item_resource: DBItemResource, item_id: String) -> bool:
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return item_resource != null and item_resource.id == item_id
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## Find the stack where at least one item can be added
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func _find_stacks_with_space(item_resource: DBItemResource, item_id: String) -> bool:
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return (
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item_resource == null or (
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item_resource.id == item_id and
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item_resource.amount < item_resource.max_stack_size
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)
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)
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## Removes an amount of items from a specific slot
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## If the amount exceeds the amount of the slot, will NOT remove from other stacks
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func _remove_from_slot(slot_index: int, amount: int) -> void:
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if slot_index >= max_inventory_items:
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printerr("Slot Index ", slot_index, " out of inventory range")
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return
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inventory[slot_index].amount -= amount
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if inventory[slot_index].amount <= 0:
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inventory[slot_index] = null
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inventory_slot_updated.emit(slot_index)
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func _update_cache_total(item_id: String, amount: int) -> void:
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if not _inventory_cache.get(item_id):
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_inventory_cache[item_id] = {"total": 0}
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_inventory_cache[item_id].total += amount
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func _on_add_to_inventory(item_id: String, amount: int = 1) -> void:
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if not DBItems.data.get(item_id):
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printerr("Cannot add item, ", item_id, ", to inventory. Could not find item within DBItems.data.")
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return
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if amount < 1:
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printerr("Cannot add item, ", item_id, ", to inventory. Amount to add cannot be less then 1.")
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return
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var item_resource: DBItemResource = DBItems.data[item_id]
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# This logic seems overly complicated and is a mess.
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# Should look into fixing/simplifying this in the future
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var amount_remaining: int = amount
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while amount_remaining > 0:
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var first_stack_index: int = inventory.find_custom(_find_stacks_with_space.bind(item_id))
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var stack_resource: DBItemResource
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if first_stack_index == -1 and inventory.size() < max_inventory_items: # No existing stack and empty slots available
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stack_resource = item_resource.duplicate()
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inventory.append(stack_resource)
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if amount_remaining <= stack_resource.max_stack_size:
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_update_cache_total(item_id, amount_remaining)
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inventory[-1].amount += amount_remaining
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amount_remaining = 0
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else:
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_update_cache_total(item_id, stack_resource.max_stack_size)
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inventory[-1].amount = stack_resource.max_stack_size
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amount_remaining -= stack_resource.max_stack_size
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inventory_slot_updated.emit(inventory.size() - 1)
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elif first_stack_index > -1:
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if inventory[first_stack_index] == null: # Empty slot
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inventory[first_stack_index] = item_resource.duplicate()
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stack_resource = inventory[first_stack_index]
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var current_amount: int = stack_resource.amount
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var total_amount: int = current_amount + amount_remaining
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if total_amount < stack_resource.max_stack_size: # Stack not full and has space
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_update_cache_total(item_id, amount_remaining)
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inventory[first_stack_index].amount = total_amount
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amount_remaining = 0
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else:
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_update_cache_total(item_id, stack_resource.max_stack_size - current_amount)
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inventory[first_stack_index].amount = stack_resource.max_stack_size
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amount_remaining -= stack_resource.max_stack_size
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inventory_slot_updated.emit(first_stack_index)
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item_added.emit(item_id, amount - amount_remaining)
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func _on_remove_from_inventory(item_id: String, amount: int = 1) -> void:
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var amount_remaining: int = amount
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while amount_remaining > 0:
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var last_stack_index: int = inventory.rfind_custom(_find_stacks_by_id.bind(item_id))
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if last_stack_index > -1:
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var stack_resource: DBItemResource = inventory[last_stack_index]
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var current_stack_amount: int = stack_resource.amount
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var total_amount: int = current_stack_amount - amount_remaining
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if total_amount > 0: # Stack will not be empty after removing
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_update_cache_total(item_id, -amount_remaining)
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inventory[last_stack_index].amount -= amount_remaining
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amount_remaining = 0
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else:
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var to_remove: int = stack_resource.max_stack_size - current_stack_amount
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_update_cache_total(item_id, -amount_remaining)
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inventory[last_stack_index] = null
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amount_remaining -= to_remove
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inventory_slot_updated.emit(last_stack_index)
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else: # Received more to remove than we have stacks for
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amount_remaining = 0
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item_removed.emit(item_id, amount - amount_remaining)
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func _on_clear_inventory() -> void:
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inventory.clear()
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_inventory_cache.clear()
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func _on_item_dropped(item: DBItemResource) -> void:
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_on_remove_from_inventory(item.id, 1)
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func _on_item_picked_up(item: DBItemResource) -> void:
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_on_add_to_inventory(item.id, 1)
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func _on_quick_slot_selected(slot_index: int) -> void:
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selected_quick_slot = slot_index
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func _on_remove_from_slot(slot_index: int, amount: int) -> void:
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_remove_from_slot(slot_index, amount)
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func _on_remove_from_quickslot(amount: int) -> void:
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_remove_from_slot(selected_quick_slot, amount)
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