seeding-planets/common/inventory/scripts/inventory.gd
2025-09-19 13:30:05 +02:00

101 lines
2.4 KiB
GDScript

extends Resource
class_name Inventory
signal inventory_changed(inventory: Inventory)
@export var items: Array[Item] = []
@export var max_items: int = 3
var current_item_ind: int = 0
func set_current_item(new_ind: int):
if new_ind >= length():
return
if new_ind != current_item_ind:
current_item_ind = new_ind
emit_signal("inventory_changed", self)
func change_current_item(ind_mod: int):
if length() == 0:
current_item_ind = 0
return
var new_ind : int = current_item_ind + ind_mod
new_ind = new_ind % length()
if new_ind < 0:
new_ind += length()
set_current_item(new_ind)
func add_item(item: Item):
if items.size() < max_items:
items.append(item)
emit_signal("inventory_changed", self)
return true
else:
return false
func add_items(items_to_add: Array[Item], fillup: bool = false):
if fillup:
var has_changed := false
for i in min(items_to_add.size(), max_items - items.size()):
items.append(items_to_add[i])
has_changed = true
if has_changed:
emit_signal("inventory_changed", self)
return has_changed
elif !fillup && items.size() + items_to_add.size() < max_items:
items.append_array(items_to_add)
emit_signal("inventory_changed", self)
return true
func length() -> int:
return len(items)
func set_item(item: Item, ind: int = 0) -> bool:
if ind >= max_items:
return false
while len(items) <= ind:
items.append(null)
items[ind] = item
emit_signal("inventory_changed", self)
return true
func get_item(ind: int = current_item_ind) -> Item:
if len(items) <= ind:
return null
return items[ind]
func has_item(item: Item) -> bool:
return item in items
func remove_item(item: Item):
items.erase(item)
emit_signal("inventory_changed", self)
func remove_item_at(ind: int = current_item_ind):
if len(items) <= ind:
return
items.remove_at(ind)
if current_item_ind >= length():
change_current_item(-1)
emit_signal("inventory_changed", self)
func remove_current_item():
remove_item_at()
func pop_item(ind: int = current_item_ind) -> Item:
if length() == 0:
return
var item_removed: Item = items.pop_at(ind)
if current_item_ind >= length():
change_current_item(-1)
emit_signal("inventory_changed", self)
return item_removed
func swap_items(item_to_add: Item, ind_to_get: int = current_item_ind) -> Item:
var item_to_get := items[ind_to_get]
items[ind_to_get] = item_to_add
emit_signal("inventory_changed", self)
return item_to_get