Added basic inventory system
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@@ -0,0 +1,10 @@
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namespace Babushka.scripts.CSharp.Common.Inventory;
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public enum InventoryActionResult
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{
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Success,
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DestinationDoesNotExists,
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DestinationFull,
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SourceDoesNotExists,
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SourceIsEmpty
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}
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@@ -0,0 +1,85 @@
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#nullable enable
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using System;
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using Godot;
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using System.Collections.Generic;
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namespace Babushka.scripts.CSharp.Common.Inventory;
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public partial class InventoryInstance : Node
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{
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private List<InventorySlot> _slots = new();
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public IReadOnlyList<InventorySlot> Slots => _slots;
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[Signal]
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public delegate void SlotAmountChangedEventHandler();
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[Signal]
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public delegate void InventoryContentsChangedEventHandler();
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[Export]
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public int SlotAmount
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{
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get => _slots.Count;
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set
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{
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if (value < _slots.Count)
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{
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_slots.RemoveRange(value, _slots.Count - value);
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}
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else if (value > _slots.Count)
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{
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for (var i = _slots.Count; i < value; i++)
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{
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_slots.Add(new InventorySlot());
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}
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}
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EmitSignal(SignalName.SlotAmountChanged);
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}
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}
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public InventoryActionResult AddItem(ItemInstance newItem, int inventorySlot = -1)
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{
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if (inventorySlot < 0)
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{
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inventorySlot = _slots.FindIndex(slot => slot.IsEmpty());
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}
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if (inventorySlot < 0 || !_slots[inventorySlot].IsEmpty())
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{
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return InventoryActionResult.DestinationFull;
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}
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if (inventorySlot >= _slots.Count)
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{
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return InventoryActionResult.DestinationDoesNotExists;
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}
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_slots[inventorySlot].itemInstance = newItem;
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EmitSignal(SignalName.InventoryContentsChanged);
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return InventoryActionResult.Success;
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}
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public InventoryActionResult RemoveItem(int inventorySlot, out ItemInstance? itemInstance )
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{
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if (inventorySlot < 0 || inventorySlot >= _slots.Count)
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{
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itemInstance = null;
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return InventoryActionResult.SourceDoesNotExists;
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}
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if (_slots[inventorySlot].IsEmpty())
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{
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itemInstance = null;
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return InventoryActionResult.SourceIsEmpty;
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}
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itemInstance = _slots[inventorySlot].itemInstance;
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_slots[inventorySlot].itemInstance = null;
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EmitSignal(SignalName.InventoryContentsChanged);
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return InventoryActionResult.Success;
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}
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public InventoryActionResult RemoveItem(int inventorySlot)
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{
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return RemoveItem(inventorySlot, out _);
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}
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}
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@@ -0,0 +1 @@
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uid://36ui8g5gu0lb
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@@ -0,0 +1,63 @@
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#nullable enable
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using Godot;
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namespace Babushka.scripts.CSharp.Common.Inventory;
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public partial class InventoryManager : Node
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{
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public InventoryManager Instance { get; private set; }
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public InventoryInstance playerInventory;
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public override void _EnterTree()
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{
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Instance = this;
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}
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public override void _Ready()
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{
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playerInventory = new InventoryInstance();
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playerInventory.SlotAmount = 30;
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}
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public InventoryActionResult CreateItem(
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ItemResource itemBlueprint,
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InventoryInstance inventory,
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int inventorySlot = -1)
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{
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var newItem = new ItemInstance { blueprint = itemBlueprint };
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var addResult = inventory.AddItem(newItem, inventorySlot);
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return addResult;
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}
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public InventoryActionResult MoveItem(
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InventoryInstance sourceInventory,
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int sourceSlot,
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InventoryInstance destinationInventory,
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int destinationSlot)
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{
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var remResult = sourceInventory.RemoveItem(sourceSlot, out var item);
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if (remResult != InventoryActionResult.Success) return remResult;
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var addResult = destinationInventory.AddItem(item!, destinationSlot);
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if(addResult == InventoryActionResult.Success) return InventoryActionResult.Success;
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sourceInventory.AddItem(item!, sourceSlot); // can not fail ... in theory
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return addResult;
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}
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public InventoryActionResult RemoveItem(
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InventoryInstance inventory,
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int inventorySlot,
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out ItemInstance? itemInstance)
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{
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return inventory.RemoveItem(inventorySlot, out itemInstance);
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}
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public InventoryActionResult RemoveItem(
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InventoryInstance inventory,
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int inventorySlot)
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{
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return inventory.RemoveItem(inventorySlot);
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}
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}
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@@ -0,0 +1 @@
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uid://701bitgfepjc
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@@ -0,0 +1,12 @@
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#nullable enable
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namespace Babushka.scripts.CSharp.Common.Inventory;
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public class InventorySlot
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{
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public ItemInstance? itemInstance;
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public bool IsEmpty()
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{
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return itemInstance == null;
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}
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}
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@@ -0,0 +1,6 @@
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using Godot;
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using System;
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public partial class InventoryUI : Control
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{
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}
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@@ -0,0 +1 @@
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uid://b7vlkecrn0t5c
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@@ -0,0 +1,6 @@
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namespace Babushka.scripts.CSharp.Common.Inventory;
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public class ItemInstance
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{
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public ItemResource blueprint;
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}
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@@ -0,0 +1,18 @@
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using Godot;
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namespace Babushka.scripts.CSharp.Common.Inventory;
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[GlobalClass]
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public partial class ItemResource: Resource
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{
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[Export]
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public string name;
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[Export]
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public Color color;
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public ItemResource()
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{
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name = "";
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color = Colors.Red;
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}
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}
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@@ -0,0 +1 @@
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||||
uid://cbskymrxs6ksu
|
||||
@@ -0,0 +1 @@
|
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uid://csgctygxnj3bc
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