Added item stacking

pull/3/head
cblech 9 months ago
parent fb362e10ad
commit fb0c14c3f1

@ -41,4 +41,22 @@ label_settings = SubResource("LabelSettings_7emux")
horizontal_alignment = 1
vertical_alignment = 1
[node name="AmountLabel" type="Label" parent="."]
layout_mode = 1
anchors_preset = -1
anchor_left = 1.0
anchor_top = 1.0
anchor_right = 1.0
anchor_bottom = 1.0
offset_left = -409.0
offset_top = -329.0
offset_right = -10.0
offset_bottom = -10.0
grow_horizontal = 0
grow_vertical = 0
theme_override_colors/font_color = Color(0, 0, 0, 1)
text = "999"
horizontal_alignment = 2
vertical_alignment = 2
[connection signal="gui_input" from="." to="." method="_on_gui_input"]

@ -12,6 +12,7 @@ public partial class InventoryInstance : Node
[Signal]
public delegate void SlotAmountChangedEventHandler();
[Signal]
public delegate void InventoryContentsChangedEventHandler();
@ -32,30 +33,62 @@ public partial class InventoryInstance : Node
_slots.Add(new InventorySlot());
}
}
EmitSignal(SignalName.SlotAmountChanged);
}
}
public InventoryActionResult AddItem(ItemInstance newItem, int inventorySlot = -1)
public InventoryActionResult AddItem(ItemInstance newItem)
{
var result = AddItemAndStackRecursive(newItem, 0);
EmitSignal(SignalName.InventoryContentsChanged);
return result;
}
private InventoryActionResult AddItemAndStackRecursive(ItemInstance newItem, int slotSearch)
{
if (newItem.blueprint == null || newItem.amount == 0)
return InventoryActionResult.SourceDoesNotExists;
var slotIndex = -1;
// find stackable slot
for (var i = slotSearch; i < _slots.Count; i++)
{
if (inventorySlot < 0)
if (_slots[i].itemInstance?.blueprint == newItem.blueprint)
{
inventorySlot = _slots.FindIndex(slot => slot.IsEmpty());
slotIndex = i;
break;
}
}
if (inventorySlot < 0 || !_slots[inventorySlot].IsEmpty())
if (slotIndex < 0)
{
return InventoryActionResult.DestinationFull;
// find empty slot
for (var i = slotSearch; i < _slots.Count; i++)
{
if (_slots[i].IsEmpty())
{
slotIndex = i;
break;
}
}
}
if (inventorySlot >= _slots.Count)
if (slotIndex < 0)
{
return InventoryActionResult.DestinationDoesNotExists;
return InventoryActionResult.DestinationFull;
}
_slots[inventorySlot].itemInstance = newItem;
EmitSignal(SignalName.InventoryContentsChanged);
return InventoryActionResult.Success;
var itemInstance = _slots[slotIndex].itemInstance ?? new ItemInstance { blueprint = newItem.blueprint, amount = 0 };
var maxStack = itemInstance!.blueprint.maxStack;
var freeOnStack = maxStack - itemInstance.amount;
var moveAmount = Math.Min(freeOnStack, newItem.amount);
itemInstance.amount += moveAmount;
newItem.amount -= moveAmount;
_slots[slotIndex].itemInstance = itemInstance;
return newItem.amount <= 0
? InventoryActionResult.Success
: AddItemAndStackRecursive(newItem, slotIndex + 1);
}
public InventoryActionResult RemoveItem(int inventorySlot, out ItemInstance? itemInstance)
@ -82,4 +115,17 @@ public partial class InventoryInstance : Node
{
return RemoveItem(inventorySlot, out _);
}
public InventoryActionResult AddItemToSlot(ItemInstance itemInstance, int destinationSlot)
{
if (destinationSlot < 0 || destinationSlot >= _slots.Count)
return InventoryActionResult.DestinationDoesNotExists;
if (!_slots[destinationSlot].IsEmpty())
return InventoryActionResult.DestinationFull;
_slots[destinationSlot].itemInstance = itemInstance;
EmitSignal(SignalName.InventoryContentsChanged);
return InventoryActionResult.Success;
}
}

@ -23,11 +23,13 @@ public partial class InventoryManager : Node
public InventoryActionResult CreateItem(
ItemResource itemBlueprint,
InventoryInstance inventory,
int amount = 1,
int inventorySlot = -1)
{
var newItem = new ItemInstance { blueprint = itemBlueprint };
var addResult = inventory.AddItem(newItem, inventorySlot);
return addResult;
var newItem = new ItemInstance { blueprint = itemBlueprint, amount = amount };
return inventorySlot < 0
? inventory.AddItem(newItem)
: inventory.AddItemToSlot(newItem, inventorySlot);
}
public InventoryActionResult MoveItem(
@ -39,10 +41,11 @@ public partial class InventoryManager : Node
var remResult = sourceInventory.RemoveItem(sourceSlot, out var item);
if (remResult != InventoryActionResult.Success) return remResult;
var addResult = destinationInventory.AddItem(item!, destinationSlot);
var addResult = destinationInventory.AddItemToSlot(item!, destinationSlot);
if (addResult == InventoryActionResult.Success) return InventoryActionResult.Success;
sourceInventory.AddItem(item!, sourceSlot); // can not fail ... in theory
// if adding in the destination failed, re-add the item into the source
sourceInventory.AddItemToSlot(item!, sourceSlot); // can not fail ... in theory
return addResult;
}
@ -60,6 +63,7 @@ public partial class InventoryManager : Node
{
return inventory.RemoveItem(inventorySlot);
}
public InventoryActionResult CollectItem(ItemInstance itemInstance)
{
return playerInventory.AddItem(itemInstance);

@ -43,6 +43,12 @@ public partial class InventoryUi : Control
uiSlot!.nameLabel.Text = inventorySlot.itemInstance?.blueprint.name ?? "";
uiSlot!.nameLabel.LabelSettings = uiSlot!.nameLabel.LabelSettings.Duplicate() as LabelSettings;
uiSlot!.nameLabel.LabelSettings!.FontColor = inventorySlot.itemInstance?.blueprint.color ?? Colors.White;
var amountText = inventorySlot.itemInstance != null &&
inventorySlot.itemInstance.amount != 1
? inventorySlot.itemInstance.amount.ToString()
: "";
uiSlot!.amountLabel.Text = amountText;
}
}
@ -99,6 +105,7 @@ public partial class InventoryUi : Control
{
InputInventoryOpenClose();
}
if (Input.IsActionJustPressed("ui_inventory_disadvance"))
{
_selectedSlot++;
@ -106,6 +113,7 @@ public partial class InventoryUi : Control
_selectedSlot = 0;
SetSlotSelectPosition();
}
if (Input.IsActionJustPressed("ui_inventory_advance"))
{
_selectedSlot--;

@ -4,4 +4,13 @@ public class ItemInstance
{
public ItemResource blueprint;
public int amount = 1;
public ItemInstance Clone()
{
return new ItemInstance
{
blueprint = blueprint,
amount = amount
};
}
}

@ -25,7 +25,7 @@ public partial class ItemOnGround : Node3D
{
GD.Print("Trying to pick up item");
var result = InventoryManager.Instance.CollectItem(itemInstance);
var result = InventoryManager.Instance.CollectItem(itemInstance.Clone());
if (result == InventoryActionResult.Success)
{
if (!_infiniteSupply)

@ -7,12 +7,14 @@ public partial class SlotUi : Control
{
public Label nameLabel;
public int index;
public Label amountLabel;
[Signal] public delegate void ClickedEventHandler(int index);
public override void _EnterTree()
{
nameLabel = GetNode<Label>("NameLabel");
amountLabel = GetNode<Label>("AmountLabel");
}
public void _on_gui_input(InputEvent ev)

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