Files
GameJamDungeon/src/items/Inventory.cs

126 lines
3.6 KiB
C#

using Chickensoft.AutoInject;
using Chickensoft.GodotNodeInterfaces;
using Chickensoft.Introspection;
using Chickensoft.Serialization;
using Godot;
using System.Collections.Generic;
using System.Linq;
namespace GameJamDungeon;
public interface IInventory : INode
{
public List<InventoryItem> Items { get; }
public bool TryAdd(InventoryItem inventoryItem);
public void Remove(InventoryItem inventoryItem);
public void Sort();
event Inventory.InventoryAtCapacityEventHandler InventoryAtCapacity;
event Inventory.PickedUpItemEventHandler PickedUpItem;
}
[Meta, Id("inventory")]
public partial class Inventory : Node, IInventory
{
public override void _Notification(int what) => this.Notify(what);
// TODO: Constants class with export
private const int _maxInventorySize = 20;
[Signal]
public delegate void InventoryAtCapacityEventHandler(string rejectedItemName);
[Signal]
public delegate void PickedUpItemEventHandler(string pickedUpItemName);
public Inventory()
{
Items = [];
}
[Save("inventory_items")]
public List<InventoryItem> Items { get; private set; }
public bool TryAdd(InventoryItem inventoryItem)
{
if (Items.Count >= _maxInventorySize)
{
EmitSignal(SignalName.InventoryAtCapacity, inventoryItem.ItemName);
return false;
}
Items.Add(inventoryItem);
EmitSignal(SignalName.PickedUpItem, inventoryItem.ItemName);
return true;
}
public void Remove(InventoryItem inventoryItem) => Items.Remove(inventoryItem);
public void Sort()
{
var equippedWeapon = Items.OfType<Weapon>().Where(x => x.IsEquipped);
var equippedArmor = Items.OfType<Armor>().Where(x => x.IsEquipped);
var equippedAccessory = Items.OfType<Accessory>().Where(x => x.IsEquipped);
var equippedItems = new List<InventoryItem>();
equippedItems.AddRange(equippedWeapon);
equippedItems.AddRange(equippedArmor);
equippedItems.AddRange(equippedAccessory);
var listToSort = Items.Except(equippedItems);
var weapons = listToSort.Where(x => x is Weapon).OrderBy(x => x as Weapon, new WeaponComparer());
var armor = listToSort.Where(x => x is Armor).OrderBy(x => x as Armor, new ArmorComparer());
var accessories = listToSort.Where(x => x is Accessory).OrderBy(x => x as Accessory, new AccessoryComparer());
var consumables = listToSort.Where(x => x is ConsumableItem).OrderBy(x => x as ConsumableItem, new ConsumableComparer());
var throwables = listToSort.Where(x => x is ThrowableItem).OrderBy(x => x as ThrowableItem, new ThrowableComparer());
Items = [.. equippedItems, .. weapons, .. armor, .. accessories, .. consumables, .. throwables];
}
public class WeaponComparer : IComparer<Weapon>
{
public int Compare(Weapon x, Weapon y)
{
if (x.Damage == y.Damage)
return x.ItemName.CompareTo(y.ItemName);
return x.Damage < y.Damage ? 1 : -1;
}
}
public class ArmorComparer : IComparer<Armor>
{
public int Compare(Armor x, Armor y)
{
if (x.Defense == y.Defense)
return x.ItemName.CompareTo(y.ItemName);
return x.Defense < y.Defense ? 1 : -1;
}
}
public class AccessoryComparer : IComparer<Accessory>
{
public int Compare(Accessory x, Accessory y)
{
return x.ItemName.CompareTo(y.ItemName);
}
}
public class ConsumableComparer : IComparer<ConsumableItem>
{
public int Compare(ConsumableItem x, ConsumableItem y)
{
return x.ItemName.CompareTo(y.ItemName);
}
}
public class ThrowableComparer : IComparer<ThrowableItem>
{
public int Compare(ThrowableItem x, ThrowableItem y)
{
return x.ItemName.CompareTo(y.ItemName);
}
}
}