Files
seeding-planets/entities/player/inventory/scripts/inventory.gd
Zacharie Guet d45fab6a3d Feature pour l'alpha 1.3
* Ajout d'un mode infini (pour nos hard core gamers)
* Ajout d'un message de découverte d'un nouvel outil
* Séparation de la pelle en deux outils : la pioche et la fourche
* Amélioration de la lisibilité des capsules d'énergies
* Changement léger des texture du sol et de la pierre
* Correction d'un bug lors du clic frénétique sur le porte de sortie du vaisseau
* Ajout d'un icône de recharge
* Fix de la mutation Ancien qui ne s'améliorait pas au niveau 4

+ début de dev des artefacts avec un distributeur
2026-03-27 17:28:20 +01:00

141 lines
3.5 KiB
GDScript

extends Resource
class_name Inventory
signal updated(inventory: Inventory)
signal tool_added(item: Item)
@export var items: Array[Item] = []
@export var current_item_ind: int = 0 # over both tools and items
@export var n_tools: int = 0
func _init(inventory_size: int = 1):
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 !current_is_tool() && items[current_item_ind] == null:
return current_item_ind
for i in range(n_tools, items.size()):
if items[i] == null:
return i
# 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():
return
if new_ind != current_item_ind:
current_item_ind = new_ind
updated.emit(self )
func change_current_item(ind_mod: int):
if items.size() == 0:
current_item_ind = 0
return
var new_ind: int = current_item_ind + ind_mod
new_ind = new_ind % items.size()
if new_ind < 0:
new_ind += items.size()
set_current_item(new_ind)
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 and not has_item_with_name(item.get_item_name()):
items.insert(n_tools, item)
if current_item_ind >= n_tools:
current_item_ind += 1
n_tools += 1
tool_added.emit(item)
updated.emit(self )
return true
else:
return false
func set_item(item: Item, ind: int = 0) -> bool:
if ind < 0 || ind >= items.size():
return false
items[ind] = item
updated.emit(self )
return true
func get_item(ind: int = current_item_ind) -> Item:
if ind < 0 || ind > items.size():
return null
return items[ind]
func has_item(item: Item) -> bool:
return items.has(item)
func has_item_with_name(name: String) -> bool:
var id = items.find_custom(
(func (i : Item):
return i and i.get_item_name() == name)
)
return id != -1
func remove_item(item: Item):
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 ind < 0 || ind > items.size():
return
if ind < n_tools:
printerr("trying to remove a tool")
return
items[ind] = null
updated.emit(self )
func remove_current_item():
remove_item_at()
func pop_item(ind: int = current_item_ind) -> Item:
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 )
return item_removed
func is_full():
for i in range(n_tools, items.size()):
if items[i] == null:
return false
return true
func clear_items():
for i in range(n_tools, items.size()):
items[i] = null
updated.emit(self )