Implementation of saving inventory items (had to resturcture texture loading)
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@@ -1,146 +1,37 @@
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using Chickensoft.AutoInject;
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using Chickensoft.Introspection;
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using Godot;
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using System;
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using System.Collections.Immutable;
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using System.Linq;
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namespace GameJamDungeon;
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[Meta(typeof(IAutoNode))]
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public partial class ThrowableItem : Node3D, IUsableItem
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[Meta, Id("throwable_item")]
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public partial class ThrowableItem : InventoryItem
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{
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public override void _Notification(int what) => this.Notify(what);
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[Dependency] public IGame Game => this.DependOn<IGame>();
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[Dependency] public IPlayer Player => this.DependOn<IPlayer>();
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public Guid ID => Guid.NewGuid();
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public string ItemName => _throwableItemStats.Name;
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public string Description => _throwableItemStats.Description;
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public float SpawnRate => _throwableItemStats.SpawnRate;
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public Texture2D GetTexture() => _throwableItemStats.Texture;
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public double ThrowDamage => _throwableItemStats.ThrowDamage;
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public float ThrowSpeed => _throwableItemStats.ThrowSpeed;
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public ElementType ElementType => _throwableItemStats.ElementType;
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public ImmutableList<ThrowableItemTag> ThrowableItemTags => [.. _throwableItemStats.ThrowableItemTags];
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public int Count { get; }
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public void SetItemStats(InventoryItemStats inventoryItemStats)
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{
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_throwableItemStats = (ThrowableItemStats)inventoryItemStats;
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}
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public void OnEntered(Node3D body)
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{
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var isAdded = Player.Inventory.TryAdd(this);
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if (isAdded)
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QueueFree();
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}
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[Export]
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private ThrowableItemStats _throwableItemStats { get; set; }
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[Node] private Sprite3D Sprite { get; set; } = new Sprite3D();
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public override string ItemName => _throwableItemStats.Name;
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[Node] private Area3D Pickup { get; set; } = default!;
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public override string Description => _throwableItemStats.Description;
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public void OnResolved()
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{
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Pickup.BodyEntered += OnEntered;
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Sprite.Texture = _throwableItemStats.Texture;
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}
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public override float SpawnRate => _throwableItemStats.SpawnRate;
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public void Use()
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{
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if (_throwableItemStats.HealHPAmount > 0)
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Player.HealHP(_throwableItemStats.HealHPAmount);
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if (_throwableItemStats.HealVTAmount > 0)
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Player.HealVT(_throwableItemStats.HealVTAmount);
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public override double ThrowDamage => _throwableItemStats.ThrowDamage;
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if (_throwableItemStats.ThrowableItemTags.Contains(ThrowableItemTag.TeleportToRandomLocation))
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TeleportToRandomRoom(Player);
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public override float ThrowSpeed => _throwableItemStats.ThrowSpeed;
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if (_throwableItemStats.ThrowableItemTags.Contains(ThrowableItemTag.CanChangeAffinity))
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ChangeAffinity();
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public ElementType ElementType => _throwableItemStats.ElementType;
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if (_throwableItemStats.ThrowableItemTags.Contains(ThrowableItemTag.WarpToExitIfFound))
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WarpToExit(Player);
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}
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public ThrowableItemTag ThrowableItemTag => _throwableItemStats.ThrowableItemTag;
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public void TeleportToRandomRoom(IEnemy enemy)
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{
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var currentFloor = Game.CurrentFloor;
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var rooms = currentFloor.Rooms;
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var currentRoom = enemy.GetCurrentRoom();
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var validRooms = rooms.OfType<MonsterRoom>().ToList();
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if (currentRoom is MonsterRoom currentMonsterRoom)
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validRooms.Remove(currentMonsterRoom);
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public int HealHPAmount => _throwableItemStats.HealHPAmount;
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if (validRooms.Count == 0)
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return;
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public int HealVTAmount => _throwableItemStats.HealVTAmount;
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var roomsGodotCollection = new Godot.Collections.Array<MonsterRoom>(validRooms);
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var randomRoom = roomsGodotCollection.PickRandom();
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var spawnPoints = randomRoom.EnemySpawnPoints.GetChildren().OfType<Marker3D>().ToList();
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var spawnPointsGodotCollection = new Godot.Collections.Array<Marker3D>(spawnPoints);
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var randomSpawnPoint = spawnPointsGodotCollection.PickRandom();
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public void SetElementType(ElementType elementType) => _throwableItemStats.ElementType = elementType;
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enemy.SetEnemyGlobalPosition(randomSpawnPoint.GlobalPosition);
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}
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public void SetDescription(string description) => _throwableItemStats.Description = description;
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private void TeleportToRandomRoom(IPlayer player)
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{
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var currentFloor = Game.CurrentFloor;
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var rooms = currentFloor.Rooms;
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public int Count { get; }
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var currentRoom = rooms.SingleOrDefault(x => x.IsPlayerInRoom);
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var validRooms = rooms.OfType<MonsterRoom>().ToList();
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if (currentRoom is MonsterRoom currentMonsterRoom)
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validRooms.Remove(currentMonsterRoom);
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if (validRooms.Count == 0)
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return;
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var roomsGodotCollection = new Godot.Collections.Array<MonsterRoom>(validRooms);
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var randomRoom = roomsGodotCollection.PickRandom();
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var spawnPoint = randomRoom.PlayerSpawn;
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Game.ToggleInventory();
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player.TeleportPlayer(spawnPoint.GlobalPosition);
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}
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private void ChangeAffinity()
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{
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var maximumElements = Enum.GetNames(typeof(ElementType)).Length;
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_throwableItemStats.ElementType = _throwableItemStats.ElementType + 1 % maximumElements;
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// TODO: Make this an inventory animation to cycle through elements.
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_throwableItemStats.Description =
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$"Inflicts {_throwableItemStats.ElementType} damage when thrown." +
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$"{System.Environment.NewLine}Use item to change Affinity.";
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}
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private void WarpToExit(IPlayer player)
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{
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var exitRoom = Game.CurrentFloor.Rooms.OfType<ExitRoom>().Single();
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if (exitRoom.PlayerDiscoveredRoom)
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player.TeleportPlayer(exitRoom.PlayerSpawn.GlobalPosition);
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}
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public void WarpToExit(IEnemy enemy)
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{
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var exitRoom = Game.CurrentFloor.Rooms.OfType<ExitRoom>().Single();
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enemy.SetEnemyGlobalPosition(exitRoom.PlayerSpawn.GlobalPosition);
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}
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public override InventoryItemStats ItemStats { get => _throwableItemStats; set => _throwableItemStats = (ThrowableItemStats)value; }
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}
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