tools separated in inv

This commit is contained in:
Altaezio
2026-02-15 19:32:21 +01:00
parent f1acb6e3e9
commit fadf0cb769
13 changed files with 171 additions and 80 deletions

View File

@@ -4,23 +4,37 @@ class_name Inventory
signal updated(inventory: Inventory)
@export var items: Array[Item] = []
@export var current_item_ind: int = 0
@export var size = 0 :
set(s):
size = s
items.resize(size)
updated.emit(self)
@export var current_item_ind: int = 0 # over both tools and items
@export var n_tools: int = 0
func _init(inventory_size: int = 1):
size = inventory_size
set_size(inventory_size)
func get_n_item_slots() -> int:
return items.size() - n_tools
func set_size(new_size: int):
if new_size >= 0:
items.resize(n_tools + new_size)
updated.emit(self )
func change_size(size_mod: int):
set_size(items.size() - n_tools + size_mod)
func current_is_tool() -> bool:
return current_item_ind >= 0 && current_item_ind < n_tools
func get_best_available_slot_ind():
if items[current_item_ind] == null:
if !current_is_tool() && items[current_item_ind] == null:
return current_item_ind
for i in items.size():
for i in range(n_tools, items.size()):
if items[i] == null:
return i
return current_item_ind
# it's full
if !current_is_tool():
return current_item_ind
else:
return n_tools
func set_current_item(new_ind: int):
if new_ind >= items.size():
@@ -28,7 +42,7 @@ func set_current_item(new_ind: int):
if new_ind != current_item_ind:
current_item_ind = new_ind
updated.emit(self)
updated.emit(self )
func change_current_item(ind_mod: int):
if items.size() == 0:
@@ -40,11 +54,16 @@ func change_current_item(ind_mod: int):
new_ind += items.size()
set_current_item(new_ind)
func add_item(item: Item):
var best_ind = get_best_available_slot_ind()
if best_ind != current_item_ind:
set_item(item, best_ind)
updated.emit(self)
func add_item(item: Item) -> bool:
if item.type != Item.ItemType.TOOL_ITEM:
var best_ind = get_best_available_slot_ind()
return set_item(item, best_ind)
elif item.type == Item.ItemType.TOOL_ITEM && !items.has(item):
items.insert(n_tools, item)
if current_item_ind >= n_tools:
current_item_ind += 1
n_tools += 1
updated.emit(self )
return true
else:
return false
@@ -52,51 +71,61 @@ func add_item(item: Item):
func set_item(item: Item, ind: int = 0) -> bool:
if ind < 0 || ind >= items.size():
return false
while len(items) <= ind:
items.append(null)
items[ind] = item
updated.emit(self)
updated.emit(self )
return true
func get_item(ind: int = current_item_ind) -> Item:
if ind < 0 || items.size() <= ind:
if ind < 0 || ind > items.size():
return null
return items[ind]
func has_item(item: Item) -> bool:
return item in items
return items.has(item)
func remove_item(item: Item):
var ind = items.find(item)
if ind >= 0:
items[ind] = null
updated.emit(self)
if item.type == Item.ItemType.TOOL_ITEM:
printerr("trying to remove a tool")
else:
var ind = items.find(item)
if ind >= 0:
items[ind] = null
updated.emit(self )
func remove_item_at(ind: int = current_item_ind):
if items.size() <= ind:
if ind < 0 || ind > items.size():
return
if ind < n_tools:
printerr("trying to remove a tool")
return
items[ind] = null
updated.emit(self)
updated.emit(self )
func remove_current_item():
remove_item_at()
func pop_item(ind: int = current_item_ind) -> Item:
if items.size() == 0:
if ind < 0 || ind > items.size():
return
if ind < n_tools:
printerr("trying to remove a tool")
return
var item_removed: Item = items[ind]
items[ind] = null
updated.emit(self)
updated.emit(self )
return item_removed
func is_full():
for i in items:
if i == null : return false
for i in range(n_tools, items.size()):
if items[i] == null:
return false
return true
func clear():
for i in range(len(items)):
func clear_items():
for i in range(n_tools, items.size()):
items[i] = null
updated.emit(self)
updated.emit(self )

View File

@@ -6,7 +6,10 @@ const ACTION_ICON = preload("res://common/icons/swipe-down.svg")
const ENERGY_ICON = preload("res://common/icons/bolt.svg")
const ONE_TIME_ICON = preload("res://common/icons/circle-number-1.svg")
enum ItemType {TOOL_ITEM, CONSUMABLE_ITEM}
@export var name: String : get = get_item_name
@export var type: ItemType : get = get_item_type
@export var description: String : get = get_description
@export var icon: Texture2D : get = get_icon
@export var usage_zone_radius: int = 5 : get = get_usage_zone_radius
@@ -15,6 +18,9 @@ const ONE_TIME_ICON = preload("res://common/icons/circle-number-1.svg")
func get_item_name() -> String:
return name
func get_item_type() -> ItemType:
return type
func get_description() -> String:
return description

View File

@@ -12,6 +12,9 @@ func _init(_scene : PackedScene = null):
func get_item_name() -> String:
return package_name
func get_item_type() -> ItemType:
return Item.ItemType.CONSUMABLE_ITEM
func get_description() -> String:
return package_description

View File

@@ -47,6 +47,9 @@ static func generate_random() -> Seed:
func get_item_name() -> String:
return tr("%s_SEED") % plant_name
func get_item_type() -> ItemType:
return Item.ItemType.CONSUMABLE_ITEM
func get_description() -> String:
return tr("PLANT_%s_MUST_BE_USED_IN_DECONTAMINATED_ZONE") % plant_name

View File

@@ -6,6 +6,9 @@ const TROWEL_ZONE_RADIUS = 50
func get_item_name() -> String:
return tr("TROWEL")
func get_item_type() -> ItemType:
return Item.ItemType.TOOL_ITEM
func get_description() -> String:
return tr("TROWEL_DESC_TEXT")

View File

@@ -123,37 +123,33 @@ func try_interact(interactable : Interactable):
func try_move(move_to : Vector2):
instruction = MoveInstruction.new(move_to)
func pick_item(item : Item) -> Item:
AudioManager.play_sfx("PickUp")
if data.inventory.is_full():
func can_pick_item(item: Item):
return item.type == Item.ItemType.TOOL_ITEM || !data.inventory.is_full() || !data.inventory.current_is_tool()
func pick_item(item : Item):
if item.type != Item.ItemType.TOOL_ITEM && data.inventory.is_full():
await drop_item()
var current_item : Item = null
AudioManager.play_sfx("PickUp")
var available_slot_ind = data.inventory.get_best_available_slot_ind()
if (
available_slot_ind == data.inventory.current_item_ind
&& data.inventory.items[available_slot_ind] != null
):
current_item = data.inventory.get_item()
data.inventory.set_item(item, available_slot_ind)
else :
if data.inventory.set_item(item, available_slot_ind):
data.inventory.set_current_item(available_slot_ind);
data.inventory.add_item(item)
# Save after a timer to let the time to the item to disappear
get_tree().create_timer(0.1).timeout.connect(region.save)
return current_item
func drop_item():
var item_to_drop = data.inventory.pop_item()
func drop_item():
var ind_to_drop := data.inventory.current_item_ind
if data.inventory.current_is_tool():
ind_to_drop = data.inventory.n_tools
var item_to_drop = data.inventory.pop_item(ind_to_drop)
if item_to_drop:
terrain.drop_item(item_to_drop, global_position)
AudioManager.play_sfx("Drop")
region.save()
func delete_item(item: Item):
data.inventory.remove_item(item)
if !data.inventory.current_is_tool():
data.inventory.remove_item(item)
func try_use_item(item : Item, use_position : Vector2):
await setup_action_zone(use_position, item)
@@ -195,7 +191,7 @@ func upgrade_max_energy(amount = 1):
player_updated.emit(self)
func upgrade_inventory_size(amount = 1):
data.inventory.size += amount
data.inventory.change_size(amount)
upgraded.emit()
player_updated.emit(self)

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@@ -14,4 +14,4 @@ const DEFAULT_INVENTORY_SIZE = 3
set(v):
energy = v
updated.emit(self)
@export var inventory = Inventory.new(DEFAULT_INVENTORY_SIZE)
@export var inventory := Inventory.new(DEFAULT_INVENTORY_SIZE)