Files
GameJamDungeon/Zennysoft.Game.Ma/src/items/Inventory.cs

151 lines
4.6 KiB
C#

using Chickensoft.AutoInject;
using Chickensoft.Introspection;
using Chickensoft.Serialization;
using Godot;
using System;
using System.Collections.Generic;
using System.Linq;
using Zennysoft.Game.Abstractions;
using Zennysoft.Ma.Adapter;
namespace Zennysoft.Game.Ma;
[Meta(typeof(IAutoNode)), 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;
public event Action<string> BroadcastMessage;
public event Action InventoryChanged;
public Inventory()
{
Items = [];
}
[Save("inventory_items")]
public List<InventoryItem> Items { get; private set; }
public bool PickUpItem(InventoryItem item)
{
var isAdded = TryAdd(item);
if (isAdded)
BroadcastMessage?.Invoke($"{item.ItemName} picked up.");
else
BroadcastMessage?.Invoke($"Could not pick up {item.ItemName}.");
return isAdded;
}
public bool TryAdd(InventoryItem inventoryItem)
{
if (Items.Count >= _maxInventorySize)
return false;
Items.Add(inventoryItem);
InventoryChanged?.Invoke();
return true;
}
public bool TryInsert(InventoryItem inventoryItem, int index)
{
if (Items.Count >= _maxInventorySize || index >= _maxInventorySize || index < 0)
return false;
Items.Insert(index, inventoryItem);
InventoryChanged?.Invoke();
return true;
}
public void Remove(InventoryItem inventoryItem)
{
Items.Remove(inventoryItem);
InventoryChanged?.Invoke();
}
public void Sort(EquipableItem currentWeapon, EquipableItem currentArmor, EquipableItem currentAccessory)
{
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 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());
var effectItems = listToSort.Where(x => x is EffectItem).OrderBy(x => x as EffectItem, new EffectComparer());
Items = [.. equippedItems, .. weapons, .. armor, .. accessories, .. consumables, .. throwables, .. effectItems];
var stackableItems = Items.OfType<IStackable>();
var itemsToStack = stackableItems.GroupBy(x => ((InventoryItem)x).ItemName).Where(x => x.Count() > 1);
foreach (var itemStack in itemsToStack)
{
var firstItem = itemStack.First();
firstItem.SetCount(itemStack.Count());
var itemsToRemove = itemStack.Except([firstItem]).Cast<InventoryItem>();
Items = [.. Items.Except(itemsToRemove)];
}
}
public class WeaponComparer : IComparer<Weapon>
{
public int Compare(Weapon x, Weapon y)
{
if (x.BonusAttack == y.BonusAttack)
return x.ItemName.CompareTo(y.ItemName);
return x.BonusAttack < y.BonusAttack ? 1 : -1;
}
}
public class ArmorComparer : IComparer<Armor>
{
public int Compare(Armor x, Armor y)
{
if (x.BonusDefense == y.BonusDefense)
return x.ItemName.CompareTo(y.ItemName);
return x.BonusDefense < y.BonusDefense ? 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);
}
}
public class EffectComparer : IComparer<EffectItem>
{
public int Compare(EffectItem x, EffectItem y)
{
return x.ItemName.CompareTo(y.ItemName);
}
}
}