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] = []
var _inventory_cache: Dictionary[String, Dictionary] = {} ## Used for caching certain information
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)
func available_space(item_id: String) -> int:
var full_stacks: int = floor(_inventory_cache[item_id].total / DBItems.data[item_id].max_stack_size)
var space_in_stacks: int = (
DBItems.data[item_id].max_stack_size - abs(
_inventory_cache[item_id].total - (DBItems.data[item_id].max_stack_size * full_stacks)
)
)
# This is a bit of a hack because I'm a math/logic noob
if space_in_stacks == DBItems.data[item_id].max_stack_size:
space_in_stacks = 0
var open_stack_amount: int = (max_inventory_items - inventory.size()) * DBItems.data[item_id].max_stack_size
return open_stack_amount + space_in_stacks
func _find_stacks_by_id(item_resource: DBItemResource, item_id: String) -> bool:
return item_resource.id == item_id
## Find the stack where at least one item can be added
func _find_stacks_with_space(item_resource: DBItemResource, item_id: String) -> bool:
return (
item_resource.id == item_id and
item_resource.amount < item_resource.max_stack_size
)
func _update_cache_total(item_id: String, amount: int) -> void:
if not _inventory_cache.get(item_id):
_inventory_cache[item_id] = {"total": 0}
_inventory_cache[item_id].total += amount
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_stacks_with_space.bind(item_id))
if first_stack_index == -1 and inventory.size() < max_inventory_items: # No existing stack and empty slots available
var stack_resource: DBItemResource = item_resource.duplicate()
inventory.append(stack_resource)
if amount_remaining <= stack_resource.max_stack_size:
_update_cache_total(item_id, amount_remaining)
inventory[-1].amount += amount_remaining
amount_remaining = 0
else:
_update_cache_total(item_id, stack_resource.max_stack_size)
inventory[-1].amount = stack_resource.max_stack_size
amount_remaining -= stack_resource.max_stack_size
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 has space
_update_cache_total(item_id, amount_remaining)
inventory[first_stack_index].amount = total_amount
amount_remaining = 0
else:
_update_cache_total(item_id, stack_resource.max_stack_size - current_amount)
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:
var amount_remaining: int = amount
while amount_remaining > 0:
var last_stack_index: int = inventory.rfind_custom(_find_stacks_by_id.bind(item_id))
if last_stack_index > -1:
var stack_resource: DBItemResource = inventory[last_stack_index]
var current_stack_amount: int = stack_resource.amount
var total_amount: int = current_stack_amount - amount_remaining
if total_amount > 0: # Stack will not be empty after removing
_update_cache_total(item_id, -amount_remaining)
inventory[last_stack_index].amount -= amount_remaining
amount_remaining = 0
else:
var to_remove: int = stack_resource.max_stack_size - current_stack_amount
_update_cache_total(item_id, -amount_remaining)
inventory.remove_at(last_stack_index)
amount_remaining -= to_remove
else: # Received more to remove than we had stacks of
amount_remaining = 0
item_removed.emit(item_id, amount - amount_remaining)
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