When beetroot is in inventory the player can heal

This commit is contained in:
jonathan
2025-12-11 17:13:28 +01:00
parent f42c2c86b1
commit fef8380a57
16 changed files with 161 additions and 70 deletions
@@ -17,7 +17,7 @@ public partial class InventoryInstance : Node, ISaveable
[Signal]
public delegate void InventoryContentsChangedEventHandler();
public static string ID = "inventoryInstance";
/// <summary>
@@ -52,7 +52,7 @@ public partial class InventoryInstance : Node, ISaveable
SlotAmountChanged += UpdateSaveData;
SavegameService.OnSaveGameReset += SaveGameReset;
}
public override void _ExitTree()
{
InventoryContentsChanged -= UpdateSaveData;
@@ -101,7 +101,8 @@ public partial class InventoryInstance : Node, ISaveable
return InventoryActionResult.DestinationFull;
}
var itemInstance = _slots[slotIndex].itemInstance ?? new ItemInstance { blueprint = newItem.blueprint, amount = 0 };
var itemInstance = _slots[slotIndex].itemInstance ??
new ItemInstance { blueprint = newItem.blueprint, amount = 0 };
var maxStack = itemInstance!.blueprint.maxStack;
var freeOnStack = maxStack - itemInstance.amount;
var moveAmount = Math.Min(freeOnStack, newItem.amount);
@@ -130,12 +131,12 @@ public partial class InventoryInstance : Node, ISaveable
itemInstance = _slots[inventorySlot].itemInstance;
if (itemInstance == null)
return InventoryActionResult.SourceDoesNotExist;
itemInstance.amount -= 1;
if(itemInstance.amount == 0)
if (itemInstance.amount == 0)
_slots[inventorySlot].itemInstance = null;
EmitSignal(SignalName.InventoryContentsChanged);
return InventoryActionResult.Success;
}
@@ -145,6 +146,38 @@ public partial class InventoryInstance : Node, ISaveable
return RemoveItem(inventorySlot, out _);
}
public InventoryActionResult TryRemoveAllItems(ItemInstance items)
{
var hasItemsCount = TotalItemsOfBlueprint(items.blueprint);
if (hasItemsCount < items.amount)
return InventoryActionResult.SourceDoesNotExist;
var amountToRemove = items.amount;
foreach (var s in _slots)
{
if (s.IsEmpty() || s.itemInstance!.blueprint != items.blueprint)
continue;
var slotItem = s.itemInstance!;
if (slotItem.amount <= amountToRemove)
{
amountToRemove -= slotItem.amount;
s.itemInstance = null;
}
else
{
slotItem.amount -= amountToRemove;
amountToRemove = 0;
}
if (amountToRemove == 0)
break;
}
EmitSignal(SignalName.InventoryContentsChanged);
return InventoryActionResult.Success;
}
public InventoryActionResult AddItemToSlot(ItemInstance itemInstance, int destinationSlot)
{
if (destinationSlot < 0 || destinationSlot >= _slots.Count)
@@ -174,8 +207,8 @@ public partial class InventoryInstance : Node, ISaveable
{
return items.All(HasItems);
}
#region SAVE AND LOAD
#region SAVE AND LOAD
public void UpdateSaveData()
{
@@ -189,17 +222,17 @@ public partial class InventoryInstance : Node, ISaveable
string[] value = new string[2];
value[0] = _slots[i].itemInstance.blueprint.ResourcePath;
value[1] = _slots[i].itemInstance.amount.ToString();
payloadData.Add(key,value);
payloadData.Add(key, value);
}
}
SavegameService.AppendDataToSave(ID, payloadData);
}
public void LoadFromSaveData()
{
var id = ID;
Godot.Collections.Dictionary<string, Variant> save = SavegameService.GetSaveData(id);
if (save.Count > 0)
@@ -210,15 +243,15 @@ public partial class InventoryInstance : Node, ISaveable
{
string[] savePayload = inventoryItemData.AsStringArray();
ItemResource resource = ResourceLoader.Load<ItemResource>(savePayload[0]);
int _amount = int.Parse(savePayload[1]);
int _amount = int.Parse(savePayload[1]);
ItemInstance instance = new ItemInstance { blueprint = resource, amount = _amount };
AddItem(instance);
}
}
}
}
/// <summary>
/// Called when a new save is created.
/// Needs to do a runtime check because the InventoryInstance is already in existence at the beginning of the first scene.
@@ -230,5 +263,6 @@ public partial class InventoryInstance : Node, ISaveable
slot.itemInstance = null;
}
}
#endregion
}
}
@@ -6,7 +6,7 @@ namespace Babushka.scripts.CSharp.Common.Inventory;
[GlobalClass]
public partial class ItemInstance: Resource
{
[Export] public ItemResource blueprint;
[Export] public required ItemResource blueprint;
[Export] public int amount = 1;
public ItemInstance Clone()