172 lines
4.3 KiB
GDScript3
172 lines
4.3 KiB
GDScript3
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class_name PlayerHotbar
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extends Node
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const SLOT_COUNT: int = 9
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const ItemCatalogType = preload("res://items/item_catalog.gd")
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const ItemDataType = preload("res://items/item_data.gd")
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const PlayerBagType = preload("res://inventory/player_bag.gd")
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signal slots_changed
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signal selected_slot_changed(slot_index: int, item_id: StringName)
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var _bag: PlayerBagType
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var _catalog: ItemCatalogType
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var _slots: Array[StringName] = []
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var _selected_slot: int = 0
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func _init() -> void:
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_slots.resize(SLOT_COUNT)
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_slots.fill(StringName())
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func setup(bag: PlayerBagType, catalog: ItemCatalogType) -> void:
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_bag = bag
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_catalog = catalog
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if _bag != null and not _bag.contents_changed.is_connected(
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_on_bag_contents_changed
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):
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_bag.contents_changed.connect(_on_bag_contents_changed)
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_validate_assignments()
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func assign_item(slot_index: int, item_id: StringName) -> bool:
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if not _is_slot_valid(slot_index) or not _can_assign(item_id):
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return false
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if _slots[slot_index] == item_id:
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return true
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for index: int in range(SLOT_COUNT):
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if index != slot_index and _slots[index] == item_id:
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_slots[index] = StringName()
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_slots[slot_index] = item_id
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slots_changed.emit()
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if slot_index == _selected_slot:
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selected_slot_changed.emit(_selected_slot, item_id)
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return true
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func clear_slot(slot_index: int) -> bool:
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if not _is_slot_valid(slot_index) or _slots[slot_index].is_empty():
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return false
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_slots[slot_index] = StringName()
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slots_changed.emit()
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if slot_index == _selected_slot:
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selected_slot_changed.emit(_selected_slot, StringName())
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return true
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func swap_slots(from_index: int, to_index: int) -> bool:
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if (
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not _is_slot_valid(from_index)
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or not _is_slot_valid(to_index)
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or from_index == to_index
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):
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return false
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var temporary: StringName = _slots[from_index]
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_slots[from_index] = _slots[to_index]
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_slots[to_index] = temporary
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slots_changed.emit()
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if from_index == _selected_slot or to_index == _selected_slot:
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selected_slot_changed.emit(
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_selected_slot,
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_slots[_selected_slot]
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)
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return true
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func select_slot(slot_index: int) -> bool:
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if not _is_slot_valid(slot_index):
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return false
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if _selected_slot == slot_index:
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return true
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_selected_slot = slot_index
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selected_slot_changed.emit(_selected_slot, _slots[_selected_slot])
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return true
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func cycle_selection(direction: int) -> bool:
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if direction == 0:
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return false
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return select_slot(
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posmod(_selected_slot + signi(direction), SLOT_COUNT)
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)
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func get_selected_slot() -> int:
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return _selected_slot
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func get_selected_item_id() -> StringName:
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return _slots[_selected_slot]
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func get_item_id(slot_index: int) -> StringName:
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return _slots[slot_index] if _is_slot_valid(slot_index) else StringName()
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func get_slots() -> Array[StringName]:
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return _slots.duplicate()
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func replace_state(
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slots: Array[StringName],
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selected_slot: int,
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) -> bool:
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var normalized: Array[StringName] = []
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normalized.resize(SLOT_COUNT)
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normalized.fill(StringName())
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var seen_assignments: Dictionary[StringName, bool] = {}
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for index: int in range(mini(slots.size(), SLOT_COUNT)):
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var item_id: StringName = slots[index]
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if item_id.is_empty():
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continue
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if _can_assign(item_id) and not seen_assignments.has(item_id):
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normalized[index] = item_id
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seen_assignments[item_id] = true
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_slots = normalized
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_selected_slot = clampi(selected_slot, 0, SLOT_COUNT - 1)
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slots_changed.emit()
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selected_slot_changed.emit(
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_selected_slot,
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_slots[_selected_slot]
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)
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return true
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func has_any_assignment() -> bool:
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for item_id: StringName in _slots:
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if not item_id.is_empty():
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return true
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return false
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func _can_assign(item_id: StringName) -> bool:
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if item_id.is_empty() or _bag == null or not _bag.owns_item(item_id):
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return false
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if _catalog == null:
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return false
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var item: ItemDataType = _catalog.get_item_by_id(item_id)
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return item != null and item.is_valid() and item.hotbar_allowed
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func _validate_assignments() -> void:
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var changed: bool = false
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for index: int in range(SLOT_COUNT):
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if not _slots[index].is_empty() and not _can_assign(_slots[index]):
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_slots[index] = StringName()
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changed = true
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if changed:
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slots_changed.emit()
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selected_slot_changed.emit(
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_selected_slot,
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_slots[_selected_slot]
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)
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func _on_bag_contents_changed() -> void:
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_validate_assignments()
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func _is_slot_valid(slot_index: int) -> bool:
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return slot_index >= 0 and slot_index < SLOT_COUNT
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