extends Node class_name ShipInventory signal inventory_changed signal ammunition_changed const RECIPES := preload("res://scripts/items/crafting_recipes.gd") const CARGO_SIZE := 20 const WEAPON_SLOT_COUNT := 3 const STARTING_MISSILE_AMMUNITION := 2 const MISSILE_BUY_BASE_COST := 30 const MISSILE_DEFINITIONS := [preload("res://resources/items/missile_launcher.tres"), preload("res://resources/items/unguided_missile.tres")] const MODULE_SLOT_COUNT := 5 const EXTENSION_SLOT_COUNT := 5 const MODULE_CATEGORIES := [ItemDefinition.Category.SHIELD, ItemDefinition.Category.ARMOR, ItemDefinition.Category.ENGINE, ItemDefinition.Category.REACTOR, ItemDefinition.Category.COMPUTER] const MODULE_NAMES := ["Tarcze", "Pancerz", "Silnik", "Reaktor", "Komputer"] const STARTING_AMMUNITION := 50 const AMMUNITION_CRAFT_AMOUNT := 10 const AMMUNITION_BUY_AMOUNT := 100 const AMMUNITION_BUY_BASE_COST := 60 const IRRADIATED_AMMUNITION_BUY_BASE_COST := 50 var extension_cooldowns: Dictionary = {} var energy_banks := 0 var irradiated_ammunition := 0 var ammunition: int = STARTING_AMMUNITION var missile_ammunition: int = STARTING_MISSILE_AMMUNITION var cargo: Array[ItemInstance] = [] var weapon_slots: Array[ItemInstance] = [] var module_slots: Array[ItemInstance] = [] var extension_slots: Array[ItemInstance] = [] @onready var ship: CharacterBody2D = get_parent() func _ready() -> void: add_to_group("ship_inventory") cargo.resize(CARGO_SIZE) weapon_slots.resize(WEAPON_SLOT_COUNT) module_slots.resize(MODULE_SLOT_COUNT) extension_slots.resize(EXTENSION_SLOT_COUNT) if GameState.restart_inventory.is_empty(): _add_starter_items() else: cargo.assign(GameState.restart_inventory["cargo"]) weapon_slots.assign(GameState.restart_inventory["weapon"]) weapon_slots.resize(WEAPON_SLOT_COUNT) _restore_modules(GameState.restart_inventory) ammunition = int(GameState.restart_inventory.get("ammunition", STARTING_AMMUNITION)) missile_ammunition = int(GameState.restart_inventory.get("missile_ammunition", STARTING_MISSILE_AMMUNITION)) irradiated_ammunition = int(GameState.restart_inventory.get("irradiated_ammunition", 0)) energy_banks = int(GameState.restart_inventory.get("energy_banks", 0)) GameState.restart_inventory.clear() _convert_legacy_energy_banks() _remove_extension_addons() _recalculate_ship_stats() inventory_changed.emit() func get_cargo_used() -> int: var used := 0 for item in cargo: if item != null: used += 1 return used func preserve_for_restart() -> void: # Copy the slot arrays; resources retain levels and individual modifiers. GameState.restart_inventory = { "cargo": cargo.duplicate(), "weapon": weapon_slots.duplicate(), "module": module_slots.duplicate(), "extension": extension_slots.duplicate(), "irradiated_ammunition": irradiated_ammunition, "energy_banks": energy_banks, "ammunition": ammunition, "missile_ammunition": missile_ammunition, } func _convert_legacy_energy_banks() -> void: for index in cargo.size(): if cargo[index] != null and cargo[index].definition != null and cargo[index].definition.item_id == "energy_bank": energy_banks += 1 cargo[index] = null func get_energy_bank_count() -> int: return energy_banks func use_energy_bank() -> bool: if bool(ship.get("_is_destroyed")) or bool(ship.get("is_docked")) or get_tree().paused or energy_banks <= 0: return false var maximum := float(ship.get("max_energy")) var current := float(ship.get("energy")) if current >= maximum: return false ship.set("energy", minf(maximum, current + maximum * GameState.captain.get_energy_bank_fraction())) energy_banks -= 1 inventory_changed.emit() return true func consume_ammunition() -> bool: if ammunition <= 0: return false if GameState.captain.should_consume_ammunition("ordinary"): ammunition -= 1 ammunition_changed.emit() return true func can_craft(recipe_id: String) -> bool: if not RECIPES.DATA.has(recipe_id): return false for mineral in RECIPES.DATA[recipe_id]["cost"]: if int(GameState.captain.minerals.get(mineral, 0)) < int(RECIPES.DATA[recipe_id]["cost"][mineral]): return false return true func craft(recipe_id: String) -> bool: if not can_craft(recipe_id): return false var recipe: Dictionary = RECIPES.DATA[recipe_id] for mineral in recipe["cost"]: GameState.captain.minerals[mineral] = int(GameState.captain.minerals.get(mineral, 0)) - int(recipe["cost"][mineral]) var amount := int(recipe["amount"]) match recipe_id: "parts": GameState.captain.parts += amount "ammunition": ammunition += amount "missile": missile_ammunition += amount "energy_bank": energy_banks += amount "irradiated_ammunition": irradiated_ammunition += amount GameState.captain.emit_changed() ammunition_changed.emit() inventory_changed.emit() return true func get_crafted_stock(recipe_id: String) -> int: match recipe_id: "parts": return int(GameState.captain.parts) "ammunition": return ammunition "missile": return missile_ammunition "energy_bank": return energy_banks "irradiated_ammunition": return irradiated_ammunition return 0 func can_craft_ammunition() -> bool: return can_craft("ammunition") func craft_ammunition() -> bool: return craft("ammunition") func get_item(slot_kind: String, index: int) -> ItemInstance: var slots := _get_slots(slot_kind) if index < 0 or index >= slots.size(): return null return slots[index] func get_ammunition_buy_cost() -> int: return GameState.captain.discounted_price(AMMUNITION_BUY_BASE_COST * maxi(1, GameState.system_level)) func can_buy_ammunition() -> bool: return GameState.captain.credits >= get_ammunition_buy_cost() func buy_ammunition() -> bool: if not can_buy_ammunition(): return false GameState.captain.credits -= get_ammunition_buy_cost() ammunition += AMMUNITION_BUY_AMOUNT GameState.captain.emit_changed() ammunition_changed.emit() return true func add_item(item: ItemInstance) -> bool: if item == null or item.definition == null: return false if item.definition.item_id == "energy_bank": energy_banks += 1 inventory_changed.emit() return true if item.definition.category == ItemDefinition.Category.ACTIVE_EXTENSION: item.additional_modifiers.clear() item.rarity = 0 for index in cargo.size(): if cargo[index] == null: cargo[index] = item inventory_changed.emit() return true return false func delete_cargo_item(index: int) -> bool: if index < 0 or index >= cargo.size() or cargo[index] == null: return false cargo[index] = null GameState.captain.parts += 10.0 GameState.captain.emit_changed() inventory_changed.emit() return true func can_move_item(from_kind: String, from_index: int, to_kind: String, to_index: int) -> bool: var source := _get_slots(from_kind) var destination := _get_slots(to_kind) if from_index < 0 or from_index >= source.size() or to_index < 0 or to_index >= destination.size(): return false if from_kind == to_kind and from_index == to_index: return false var item := source[from_index] if item == null or item.definition == null: return false if not _accepts_item(to_kind, to_index, item): return false var displaced := destination[to_index] if displaced != null and displaced.definition != null: if not _accepts_item(from_kind, from_index, displaced): return false return true func _accepts_item(kind: String, index: int, item: ItemInstance) -> bool: if kind == "weapon": return item.definition.category == ItemDefinition.Category.WEAPON if kind == "module": return item.definition.category == MODULE_CATEGORIES[index] if kind == "extension": return item.definition.category == ItemDefinition.Category.ACTIVE_EXTENSION and (item.definition.active_ability != null or item.is_passive_extension()) return kind == "cargo" func get_missile_count() -> int: return missile_ammunition func get_missile_cooldown(item: ItemInstance) -> float: var reduction := item.get_stat_total("missile_cooldown_reduction") for equipped in weapon_slots + module_slots: if equipped != null and equipped != item: reduction += equipped.get_stat_total("missile_cooldown_reduction") return maxf(1.0, 5.0 - reduction) func consume_missile() -> bool: if missile_ammunition <= 0: return false missile_ammunition -= 1 ammunition_changed.emit() return true func can_craft_missile() -> bool: return can_craft("missile") func get_missile_buy_cost() -> int: return GameState.captain.discounted_price(MISSILE_BUY_BASE_COST * maxi(1, GameState.system_level)) func can_buy_missile() -> bool: return GameState.captain.credits >= get_missile_buy_cost() func craft_missile() -> bool: return craft("missile") func buy_missile() -> bool: if not can_buy_missile(): return false GameState.captain.credits -= get_missile_buy_cost() missile_ammunition += 1 GameState.captain.emit_changed() ammunition_changed.emit() return true func move_item(from_kind: String, from_index: int, to_kind: String, to_index: int) -> bool: if not can_move_item(from_kind, from_index, to_kind, to_index): return false var source := _get_slots(from_kind) var destination := _get_slots(to_kind) var displaced := destination[to_index] destination[to_index] = source[from_index] source[from_index] = displaced _remove_extension_addons() _recalculate_ship_stats() inventory_changed.emit() return true func _get_slots(slot_kind: String) -> Array[ItemInstance]: match slot_kind: "cargo": return cargo "weapon": return weapon_slots "module": return module_slots "extension": return extension_slots return [] func _recalculate_ship_stats() -> void: var bonuses := {} for item in weapon_slots + module_slots: if item == null or item.definition == null: continue for stat_key in ["kinetic_absorption", "energy_absorption", "radiation_absorption", "shield_on_damage_percent", "scanner_range", "max_hull", "max_shields", "max_energy", "max_speed", "energy_regeneration", "shield_regeneration", "hull_percent", "shield_percent", "damage_percent", "speed_percent", "experience_percent", "credits_percent", "luck_percent", "critical_chance_percent", "critical_damage_percent"]: bonuses[stat_key] = float(bonuses.get(stat_key, 0.0)) + item.get_stat_total(stat_key) ship.call("apply_equipment_bonuses", bonuses) func _add_starter_items() -> void: var definition := load("res://resources/items/plasma_cannon.tres") as ItemDefinition if definition == null: push_warning("Could not load starter plasma cannon") return var item := ItemInstance.new() item.definition = definition item.item_level = 1 weapon_slots[0] = item func _remove_extension_addons() -> void: for item in cargo + extension_slots: if item != null and item.definition.category == ItemDefinition.Category.ACTIVE_EXTENSION: item.additional_modifiers.clear() item.rarity = 0 func _restore_modules(saved: Dictionary) -> void: if saved.has("extension"): extension_slots.assign(saved["extension"]) extension_slots.resize(EXTENSION_SLOT_COUNT) for item in saved.get("module", []): if item == null or item.definition == null: continue var index := MODULE_CATEGORIES.find(item.definition.category) if index >= 0 and module_slots[index] == null: module_slots[index] = item elif item.definition.category == ItemDefinition.Category.ACTIVE_EXTENSION and extension_slots.has(null): extension_slots[extension_slots.find(null)] = item else: add_item(item) func get_item_comparison(item: ItemInstance, equipped: ItemInstance) -> Array[Dictionary]: var before := _comparison_stats(_comparison_bonuses()) var after := _comparison_stats(_comparison_bonuses(item, equipped)) var rows: Array[Dictionary] = [] for key in before: var difference: float = float(after[key]["value"]) - float(before[key]["value"]) if is_zero_approx(difference): continue rows.append({"key": key, "name": before[key]["name"], "delta": difference, "unit": before[key]["unit"]}) return rows func _comparison_bonuses(incoming: ItemInstance = null, outgoing: ItemInstance = null) -> Dictionary: var bonuses := {} for item in weapon_slots + module_slots: if item == null or item == outgoing: continue _add_comparison_bonuses(bonuses, item) if incoming != null: _add_comparison_bonuses(bonuses, incoming) return bonuses func _add_comparison_bonuses(bonuses: Dictionary, item: ItemInstance) -> void: for key in ["kinetic_absorption", "energy_absorption", "radiation_absorption", "max_hull", "max_shields", "max_energy", "max_speed", "scanner_range", "hull_percent", "shield_percent", "speed_percent", "damage_percent", "critical_damage_percent", "critical_chance_percent", "shield_on_damage_percent", "energy_regeneration", "shield_regeneration", "missile_cooldown_reduction", "experience_percent", "credits_percent", "luck_percent"]: bonuses[key] = float(bonuses.get(key, 0.0)) + item.get_stat_total(key) func _comparison_stats(bonuses: Dictionary) -> Dictionary: var stats := {} for data in [["max_hull", "base_max_hull", "hull_percent", "Pancerz", "pkt"], ["max_shields", "base_max_shields", "shield_percent", "Tarcze", "pkt"], ["max_speed", "base_max_speed", "speed_percent", "Prędkość", "px/s"]]: var value := (float(ship.get(data[1])) + float(bonuses.get(data[0], 0.0))) * (1.0 + float(bonuses.get(data[2], 0.0)) / 100.0) stats[data[0]] = {"value": value, "name": data[3], "unit": data[4]} for data in [["max_energy", "base_max_energy", "Energia", "pkt"], ["scanner_range", "base_scanner_range", "Zasięg skanera", "px"], ["energy_regeneration", "base_energy_regeneration", "Regeneracja energii", "pkt/s"], ["shield_regeneration", "base_shield_regeneration", "Regeneracja tarcz", "pkt/s"]]: stats[data[0]] = {"value": float(ship.get(data[1])) + float(bonuses.get(data[0], 0.0)), "name": data[2], "unit": data[3]} # These stats are bonuses in their own right, not rewards or hit scenarios. for data in [["kinetic_absorption", "Absorpcja kinetyczna"], ["energy_absorption", "Absorpcja energetyczna"], ["radiation_absorption", "Absorpcja radiacyjna"], ["damage_percent", "Obrażenia broni"], ["critical_damage_percent", "Obrażenia krytyczne"], ["critical_chance_percent", "Szansa na krytyk"], ["shield_on_damage_percent", "Odzysk tarcz z obrażeń"], ["experience_percent", "Doświadczenie"], ["credits_percent", "Kredyty"]]: stats[data[0]] = {"value": float(bonuses.get(data[0], 0.0)), "name": data[1], "unit": "%"} stats["luck_percent"] = {"value": GameState.captain.get_luck_chance(float(bonuses.get("luck_percent", 0.0))) * 100.0, "name": "Szczęście (limit 60%)", "unit": "%"} stats["missile_cooldown_reduction"] = {"value": float(bonuses.get("missile_cooldown_reduction", 0.0)), "name": "Skrócenie cooldownu rakiet", "unit": "s"} var absorption_values := DamageTypes.capped(Vector3(float(bonuses.get("kinetic_absorption", 0.0)), float(bonuses.get("energy_absorption", 0.0)), float(bonuses.get("radiation_absorption", 0.0)))) for index in 3: stats[DamageTypes.KEYS[index]]["value"] = absorption_values[index] return stats func get_weapon_comparison(item: ItemInstance, slot_index: int) -> Dictionary: if item == null or item.definition == null or item.definition.category != ItemDefinition.Category.WEAPON or slot_index < 0 or slot_index >= weapon_slots.size(): return {} var equipped := weapon_slots[slot_index] var before := _comparison_bonuses() var after := _comparison_bonuses(item, equipped) var rows := get_item_comparison(item, equipped) var flat_damage := _weapon_flat_damage_addons(item) - _weapon_flat_damage_addons(equipped) if not is_zero_approx(flat_damage): rows.append({"key": "flat_damage_addon", "name": "Obrażenia z addonów", "delta": flat_damage, "unit": "DMG"}) return {"slot": slot_index, "dps_delta": _weapon_dps(item, after) - _weapon_dps(equipped, before), "stats": rows} func _weapon_flat_damage_addons(item: ItemInstance) -> float: var total := 0.0 if item != null: for modifier in item.additional_modifiers: if modifier != null and modifier.stat_key == "damage": total += modifier.value return total func _weapon_dps(item: ItemInstance, bonuses: Dictionary) -> float: if item == null or item.definition == null: return 0.0 var damage_factor := (1.0 + float(bonuses.get("damage_percent", 0.0)) / 100.0) * (1.0 + GameState.captain.get_skill_bonus("gunner")) var chance := clampf(GameState.captain.get_skill_bonus("sharp_eye") + float(bonuses.get("critical_chance_percent", 0.0)) / 100.0, 0.0, 1.0) var critical_factor := preload("res://scripts/captain/captain_balance.gd").BASE_CRITICAL_MULTIPLIER * (1.0 + maxf(0.0, float(bonuses.get("critical_damage_percent", 0.0)) / 100.0)) var interval := item.definition.fire_interval if item.definition.weapon_kind == ItemDefinition.WeaponKind.MISSILE: interval = maxf(1.0, 5.0 - float(bonuses.get("missile_cooldown_reduction", 0.0))) return item.get_stat_total("damage") * damage_factor * (1.0 + chance * (critical_factor - 1.0)) / maxf(0.001, interval) func consume_irradiated_ammunition() -> bool: if irradiated_ammunition <= 0: return false if GameState.captain.should_consume_ammunition("irradiated"): irradiated_ammunition -= 1 ammunition_changed.emit() return true func can_craft_irradiated_ammunition() -> bool: return can_craft("irradiated_ammunition") func craft_irradiated_ammunition() -> bool: return craft("irradiated_ammunition") func can_buy_irradiated_ammunition() -> bool: return GameState.captain.credits >= get_irradiated_ammunition_buy_cost() func get_irradiated_ammunition_buy_cost() -> int: return GameState.captain.discounted_price(IRRADIATED_AMMUNITION_BUY_BASE_COST * maxi(1, GameState.system_level)) func buy_irradiated_ammunition() -> bool: if not can_buy_irradiated_ammunition(): return false GameState.captain.credits -= get_irradiated_ammunition_buy_cost() irradiated_ammunition += 10 GameState.captain.emit_changed() ammunition_changed.emit() return true func get_total_dps() -> float: var total := 0.0 var bonuses := _comparison_bonuses() for item in weapon_slots: var value := _weapon_dps(item, bonuses) if item != null and item.definition.weapon_kind == ItemDefinition.WeaponKind.GAMMA: value *= 1.0 + 0.25 * minf(3.0, item.definition.fire_interval) total += value return total