straywild/inventory/player_bag.gd

277 lines
7.9 KiB
GDScript

class_name PlayerBag
extends Node
const ItemCatalogType = preload("res://items/item_catalog.gd")
const ItemDataType = preload("res://items/item_data.gd")
const OwnedItemType = preload("res://items/owned_item.gd")
const DEFAULT_UNLOCKED_BAIT_IDS: Array[StringName] = [&"worms"]
const MIN_STORAGE_SLOT_COUNT: int = 15
const MAX_STORAGE_SLOT_INDEX: int = 254
enum StorageGroup {
NONE,
EQUIPMENT,
ITEMS,
}
signal contents_changed
var _catalog: ItemCatalogType
var _items: Array[OwnedItemType] = []
var _unlocked_bait_ids: Array[StringName] = (
DEFAULT_UNLOCKED_BAIT_IDS.duplicate()
)
func setup(catalog: ItemCatalogType) -> void:
_catalog = catalog
func add_item(item_id: StringName, quantity: int = 1) -> bool:
if not can_add_item(item_id, quantity):
return false
var item: ItemDataType = _resolve_valid_item(item_id)
var existing: OwnedItemType = get_owned_item(item_id)
if existing != null:
existing.quantity += quantity
else:
var owned := OwnedItemType.new()
owned.item_id = item_id
owned.quantity = quantity
owned.storage_slot = _first_available_storage_slot(item, _items)
_items.append(owned)
if item.is_bait() and not _unlocked_bait_ids.has(item_id):
_unlocked_bait_ids.append(item_id)
contents_changed.emit()
return true
func can_add_item(item_id: StringName, quantity: int = 1) -> bool:
var item: ItemDataType = _resolve_available_item(item_id)
if item == null or quantity <= 0:
return false
var existing: OwnedItemType = get_owned_item(item_id)
if existing != null:
return (
item.stackable
and existing.quantity + quantity <= item.max_stack
)
return quantity <= (item.max_stack if item.stackable else 1)
func remove_item(item_id: StringName, quantity: int = 1) -> bool:
if quantity <= 0:
return false
for index: int in range(_items.size()):
var owned: OwnedItemType = _items[index]
if owned.item_id != item_id or owned.quantity < quantity:
continue
owned.quantity -= quantity
if owned.quantity == 0:
_items.remove_at(index)
contents_changed.emit()
return true
return false
func get_quantity(item_id: StringName) -> int:
var owned: OwnedItemType = get_owned_item(item_id)
return owned.quantity if owned != null else 0
func owns_item(item_id: StringName) -> bool:
return get_quantity(item_id) > 0
func get_owned_item(item_id: StringName) -> OwnedItemType:
if item_id.is_empty():
return null
for owned: OwnedItemType in _items:
if owned != null and owned.item_id == item_id:
return owned
return null
func get_all_items() -> Array[OwnedItemType]:
var result: Array[OwnedItemType] = []
for owned: OwnedItemType in _items:
if owned != null:
result.append(owned.duplicate_record())
return result
func get_storage_slot(item_id: StringName) -> int:
var owned: OwnedItemType = get_owned_item(item_id)
return owned.storage_slot if owned != null else -1
func move_item_to_storage_slot(item_id: StringName, target_slot: int) -> bool:
if target_slot < 0 or target_slot > MAX_STORAGE_SLOT_INDEX:
return false
var owned: OwnedItemType = get_owned_item(item_id)
var item: ItemDataType = _resolve_valid_item(item_id)
var group: StorageGroup = _storage_group_for_item(item)
if owned == null or group == StorageGroup.NONE:
return false
if owned.storage_slot == target_slot:
return true
var displaced: OwnedItemType
for candidate: OwnedItemType in _items:
if candidate == null or candidate == owned:
continue
var candidate_item: ItemDataType = _resolve_valid_item(
candidate.item_id
)
if (
_storage_group_for_item(candidate_item) == group
and candidate.storage_slot == target_slot
):
displaced = candidate
break
var previous_slot: int = owned.storage_slot
owned.storage_slot = target_slot
if displaced != null:
displaced.storage_slot = previous_slot
contents_changed.emit()
return true
func get_unlocked_bait_ids() -> Array[StringName]:
return _unlocked_bait_ids.duplicate()
func is_bait_unlocked(item_id: StringName) -> bool:
return _unlocked_bait_ids.has(item_id)
func get_unlocked_bait_items() -> Array[OwnedItemType]:
var result: Array[OwnedItemType] = []
for item_id: StringName in _unlocked_bait_ids:
var owned: OwnedItemType = get_owned_item(item_id)
if owned != null:
result.append(owned.duplicate_record())
continue
var empty_record := OwnedItemType.new()
empty_record.item_id = item_id
empty_record.quantity = 0
result.append(empty_record)
return result
func replace_unlocked_bait_ids(item_ids: Array[StringName]) -> bool:
var validated: Array[StringName] = DEFAULT_UNLOCKED_BAIT_IDS.duplicate()
var seen: Dictionary[StringName, bool] = {}
for item_id: StringName in item_ids:
if item_id.is_empty() or seen.has(item_id):
return false
seen[item_id] = true
if validated.has(item_id):
continue
var item: ItemDataType = _resolve_valid_item(item_id)
if item == null or not item.is_bait():
return false
validated.append(item_id)
_unlocked_bait_ids = validated
contents_changed.emit()
return true
func replace_all_items(items: Array[OwnedItemType]) -> bool:
var validated: Array[OwnedItemType] = []
var seen: Dictionary[StringName, bool] = {}
for owned: OwnedItemType in items:
if owned == null or not owned.is_valid() or seen.has(owned.item_id):
return false
var item: ItemDataType = _resolve_valid_item(owned.item_id)
if item == null:
return false
var maximum: int = item.max_stack if item.stackable else 1
if owned.quantity > maximum:
return false
seen[owned.item_id] = true
validated.append(owned.duplicate_record())
_normalize_storage_slots(validated)
_items = validated
contents_changed.emit()
return true
func _normalize_storage_slots(items: Array[OwnedItemType]) -> void:
var occupied: Dictionary[String, bool] = {}
for owned: OwnedItemType in items:
var item: ItemDataType = _resolve_valid_item(owned.item_id)
var group: StorageGroup = _storage_group_for_item(item)
if group == StorageGroup.NONE:
owned.storage_slot = -1
continue
var key := _storage_slot_key(group, owned.storage_slot)
if (
owned.storage_slot < 0
or owned.storage_slot > MAX_STORAGE_SLOT_INDEX
or occupied.has(key)
):
owned.storage_slot = -1
continue
occupied[key] = true
for owned: OwnedItemType in items:
if owned.storage_slot >= 0:
continue
var item: ItemDataType = _resolve_valid_item(owned.item_id)
var group: StorageGroup = _storage_group_for_item(item)
if group == StorageGroup.NONE:
continue
for slot_index: int in range(MAX_STORAGE_SLOT_INDEX + 1):
var key := _storage_slot_key(group, slot_index)
if occupied.has(key):
continue
owned.storage_slot = slot_index
occupied[key] = true
break
func _first_available_storage_slot(
item: ItemDataType,
items: Array[OwnedItemType],
) -> int:
var group: StorageGroup = _storage_group_for_item(item)
if group == StorageGroup.NONE:
return -1
var occupied: Dictionary[int, bool] = {}
for owned: OwnedItemType in items:
var owned_item: ItemDataType = _resolve_valid_item(owned.item_id)
if (
_storage_group_for_item(owned_item) == group
and owned.storage_slot >= 0
):
occupied[owned.storage_slot] = true
for slot_index: int in range(MAX_STORAGE_SLOT_INDEX + 1):
if not occupied.has(slot_index):
return slot_index
return -1
func _storage_group_for_item(item: ItemDataType) -> StorageGroup:
if item == null or item.is_bait() or item.is_lure():
return StorageGroup.NONE
return (
StorageGroup.ITEMS
if item.category == ItemDataType.Category.CONSUMABLE
else StorageGroup.EQUIPMENT
)
func _storage_slot_key(group: StorageGroup, slot_index: int) -> String:
return "%d:%d" % [int(group), slot_index]
func _resolve_valid_item(item_id: StringName) -> ItemDataType:
if _catalog == null:
return null
var item: ItemDataType = _catalog.get_item_by_id(item_id)
return item if item != null and item.is_valid() else null
func _resolve_available_item(item_id: StringName) -> ItemDataType:
var item: ItemDataType = _resolve_valid_item(item_id)
return item if item != null and item.active else null