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