tools separated in inv
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@@ -4,23 +4,37 @@ class_name Inventory
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signal updated(inventory: Inventory)
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@export var items: Array[Item] = []
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@export var current_item_ind: int = 0
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@export var size = 0 :
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set(s):
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size = s
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items.resize(size)
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updated.emit(self)
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@export var current_item_ind: int = 0 # over both tools and items
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@export var n_tools: int = 0
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func _init(inventory_size: int = 1):
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size = inventory_size
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set_size(inventory_size)
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func get_n_item_slots() -> int:
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return items.size() - n_tools
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func set_size(new_size: int):
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if new_size >= 0:
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items.resize(n_tools + new_size)
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updated.emit(self )
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func change_size(size_mod: int):
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set_size(items.size() - n_tools + size_mod)
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func current_is_tool() -> bool:
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return current_item_ind >= 0 && current_item_ind < n_tools
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func get_best_available_slot_ind():
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if items[current_item_ind] == null:
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if !current_is_tool() && items[current_item_ind] == null:
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return current_item_ind
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for i in items.size():
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for i in range(n_tools, items.size()):
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if items[i] == null:
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return i
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return current_item_ind
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# it's full
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if !current_is_tool():
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return current_item_ind
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else:
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return n_tools
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func set_current_item(new_ind: int):
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if new_ind >= items.size():
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@@ -28,7 +42,7 @@ func set_current_item(new_ind: int):
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if new_ind != current_item_ind:
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current_item_ind = new_ind
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updated.emit(self)
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updated.emit(self )
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func change_current_item(ind_mod: int):
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if items.size() == 0:
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@@ -40,11 +54,16 @@ func change_current_item(ind_mod: int):
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new_ind += items.size()
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set_current_item(new_ind)
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func add_item(item: Item):
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var best_ind = get_best_available_slot_ind()
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if best_ind != current_item_ind:
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set_item(item, best_ind)
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updated.emit(self)
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func add_item(item: Item) -> bool:
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if item.type != Item.ItemType.TOOL_ITEM:
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var best_ind = get_best_available_slot_ind()
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return set_item(item, best_ind)
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elif item.type == Item.ItemType.TOOL_ITEM && !items.has(item):
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items.insert(n_tools, item)
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if current_item_ind >= n_tools:
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current_item_ind += 1
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n_tools += 1
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updated.emit(self )
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return true
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else:
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return false
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@@ -52,51 +71,61 @@ func add_item(item: Item):
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func set_item(item: Item, ind: int = 0) -> bool:
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if ind < 0 || ind >= items.size():
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return false
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while len(items) <= ind:
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items.append(null)
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items[ind] = item
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updated.emit(self)
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updated.emit(self )
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return true
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func get_item(ind: int = current_item_ind) -> Item:
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if ind < 0 || items.size() <= ind:
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if ind < 0 || ind > items.size():
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return null
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return items[ind]
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func has_item(item: Item) -> bool:
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return item in items
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return items.has(item)
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func remove_item(item: Item):
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var ind = items.find(item)
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if ind >= 0:
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items[ind] = null
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updated.emit(self)
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if item.type == Item.ItemType.TOOL_ITEM:
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printerr("trying to remove a tool")
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else:
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var ind = items.find(item)
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if ind >= 0:
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items[ind] = null
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updated.emit(self )
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func remove_item_at(ind: int = current_item_ind):
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if items.size() <= ind:
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if ind < 0 || ind > items.size():
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return
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if ind < n_tools:
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printerr("trying to remove a tool")
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return
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items[ind] = null
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updated.emit(self)
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updated.emit(self )
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func remove_current_item():
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remove_item_at()
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func pop_item(ind: int = current_item_ind) -> Item:
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if items.size() == 0:
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if ind < 0 || ind > items.size():
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return
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if ind < n_tools:
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printerr("trying to remove a tool")
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return
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var item_removed: Item = items[ind]
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items[ind] = null
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updated.emit(self)
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updated.emit(self )
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return item_removed
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func is_full():
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for i in items:
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if i == null : return false
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for i in range(n_tools, items.size()):
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if items[i] == null:
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return false
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return true
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func clear():
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for i in range(len(items)):
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func clear_items():
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for i in range(n_tools, items.size()):
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items[i] = null
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updated.emit(self)
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updated.emit(self )
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@@ -6,7 +6,10 @@ const ACTION_ICON = preload("res://common/icons/swipe-down.svg")
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const ENERGY_ICON = preload("res://common/icons/bolt.svg")
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const ONE_TIME_ICON = preload("res://common/icons/circle-number-1.svg")
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enum ItemType {TOOL_ITEM, CONSUMABLE_ITEM}
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@export var name: String : get = get_item_name
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@export var type: ItemType : get = get_item_type
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@export var description: String : get = get_description
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@export var icon: Texture2D : get = get_icon
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@export var usage_zone_radius: int = 5 : get = get_usage_zone_radius
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@@ -15,6 +18,9 @@ const ONE_TIME_ICON = preload("res://common/icons/circle-number-1.svg")
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func get_item_name() -> String:
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return name
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func get_item_type() -> ItemType:
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return type
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func get_description() -> String:
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return description
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@@ -12,6 +12,9 @@ func _init(_scene : PackedScene = null):
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func get_item_name() -> String:
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return package_name
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func get_item_type() -> ItemType:
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return Item.ItemType.CONSUMABLE_ITEM
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func get_description() -> String:
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return package_description
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@@ -47,6 +47,9 @@ static func generate_random() -> Seed:
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func get_item_name() -> String:
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return tr("%s_SEED") % plant_name
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func get_item_type() -> ItemType:
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return Item.ItemType.CONSUMABLE_ITEM
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func get_description() -> String:
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return tr("PLANT_%s_MUST_BE_USED_IN_DECONTAMINATED_ZONE") % plant_name
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@@ -6,6 +6,9 @@ const TROWEL_ZONE_RADIUS = 50
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func get_item_name() -> String:
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return tr("TROWEL")
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func get_item_type() -> ItemType:
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return Item.ItemType.TOOL_ITEM
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func get_description() -> String:
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return tr("TROWEL_DESC_TEXT")
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@@ -123,37 +123,33 @@ func try_interact(interactable : Interactable):
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func try_move(move_to : Vector2):
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instruction = MoveInstruction.new(move_to)
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func pick_item(item : Item) -> Item:
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AudioManager.play_sfx("PickUp")
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if data.inventory.is_full():
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func can_pick_item(item: Item):
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return item.type == Item.ItemType.TOOL_ITEM || !data.inventory.is_full() || !data.inventory.current_is_tool()
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func pick_item(item : Item):
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if item.type != Item.ItemType.TOOL_ITEM && data.inventory.is_full():
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await drop_item()
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var current_item : Item = null
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AudioManager.play_sfx("PickUp")
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var available_slot_ind = data.inventory.get_best_available_slot_ind()
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if (
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available_slot_ind == data.inventory.current_item_ind
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&& data.inventory.items[available_slot_ind] != null
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):
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current_item = data.inventory.get_item()
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data.inventory.set_item(item, available_slot_ind)
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else :
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if data.inventory.set_item(item, available_slot_ind):
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data.inventory.set_current_item(available_slot_ind);
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data.inventory.add_item(item)
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# Save after a timer to let the time to the item to disappear
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get_tree().create_timer(0.1).timeout.connect(region.save)
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return current_item
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func drop_item():
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var item_to_drop = data.inventory.pop_item()
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func drop_item():
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var ind_to_drop := data.inventory.current_item_ind
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if data.inventory.current_is_tool():
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ind_to_drop = data.inventory.n_tools
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var item_to_drop = data.inventory.pop_item(ind_to_drop)
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if item_to_drop:
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terrain.drop_item(item_to_drop, global_position)
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AudioManager.play_sfx("Drop")
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region.save()
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func delete_item(item: Item):
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data.inventory.remove_item(item)
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if !data.inventory.current_is_tool():
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data.inventory.remove_item(item)
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func try_use_item(item : Item, use_position : Vector2):
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await setup_action_zone(use_position, item)
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@@ -195,7 +191,7 @@ func upgrade_max_energy(amount = 1):
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player_updated.emit(self)
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func upgrade_inventory_size(amount = 1):
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data.inventory.size += amount
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data.inventory.change_size(amount)
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upgraded.emit()
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player_updated.emit(self)
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@@ -14,4 +14,4 @@ const DEFAULT_INVENTORY_SIZE = 3
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set(v):
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energy = v
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updated.emit(self)
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@export var inventory = Inventory.new(DEFAULT_INVENTORY_SIZE)
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@export var inventory := Inventory.new(DEFAULT_INVENTORY_SIZE)
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