In progress item changes

This commit is contained in:
2026-02-13 15:59:10 -08:00
parent d6faf8642a
commit 0ab6ef1343
180 changed files with 3552 additions and 2023 deletions

View File

@@ -27,9 +27,9 @@ public partial class Inventory : Node, IInventory
}
[Save("inventory_items")]
public List<InventoryItem> Items { get; private set; }
public List<IBaseInventoryItem> Items { get; private set; }
public bool PickUpItem(InventoryItem item)
public bool PickUpItem(IBaseInventoryItem item)
{
var isAdded = TryAdd(item);
if (isAdded)
@@ -43,7 +43,7 @@ public partial class Inventory : Node, IInventory
return isAdded;
}
public bool TryAdd(InventoryItem inventoryItem)
public bool TryAdd(IBaseInventoryItem inventoryItem)
{
if (Items.Count >= _maxInventorySize)
return false;
@@ -55,7 +55,7 @@ public partial class Inventory : Node, IInventory
public bool AtCapacity() => Items.Count >= _maxInventorySize;
public bool TryInsert(InventoryItem inventoryItem, int index)
public bool TryInsert(IBaseInventoryItem inventoryItem, int index)
{
if (Items.Count >= _maxInventorySize || index >= _maxInventorySize || index < 0)
return false;
@@ -65,20 +65,20 @@ public partial class Inventory : Node, IInventory
return true;
}
public void Remove(InventoryItem inventoryItem)
public void Remove(IBaseInventoryItem inventoryItem)
{
Items.Remove(inventoryItem);
InventoryChanged?.Invoke();
}
public bool Sort(EquipableItem currentWeapon, EquipableItem currentArmor, EquipableItem currentAccessory, EquipableItem currentAmmo)
public bool Sort(IWeapon currentWeapon, IArmor currentArmor, IAccessory currentAccessory, IEquipableItem currentAmmo)
{
var initialList = Items;
var equippedWeapon = Items.OfType<Weapon>().Where(x => x == currentWeapon);
var equippedArmor = Items.OfType<Armor>().Where(x => x == currentArmor);
var equippedAccessory = Items.OfType<Accessory>().Where(x => x == currentAccessory);
var equippedAmmo = Items.OfType<Ammo>().Where(x => x == currentAmmo);
var equippedItems = new List<InventoryItem>();
var equippedItems = new List<IBaseInventoryItem>();
equippedItems.AddRange(equippedWeapon);
equippedItems.AddRange(equippedArmor);
equippedItems.AddRange(equippedAccessory);
@@ -96,12 +96,12 @@ public partial class Inventory : Node, IInventory
Items = [.. equippedItems, .. weapons, .. armor, .. accessories, .. ammo, .. consumables, .. throwables, .. effectItems, .. jewelItems, .. setItems];
var stackableItems = Items.OfType<IStackable>();
var itemsToStack = stackableItems.GroupBy(x => ((InventoryItem)x).ItemName).Where(x => x.Count() > 1);
var itemsToStack = stackableItems.GroupBy(x => ((IBaseInventoryItem)x).ItemName).Where(x => x.Count() > 1);
foreach (var itemStack in itemsToStack)
{
var firstItem = itemStack.First();
firstItem.SetCount(itemStack.Sum(x => x.Count.Value));
var itemsToRemove = itemStack.Except([firstItem]).Cast<InventoryItem>();
var itemsToRemove = itemStack.Except([firstItem]).Cast<IBaseInventoryItem>();
foreach (var item in itemsToRemove)
Remove(item);
}