extends Node class_name ShipInventory signal inventory_changed const CARGO_SIZE := 20 const WEAPON_SLOT_COUNT := 2 const MODULE_SLOT_COUNT := 6 var cargo: Array[ItemInstance] = [] var weapon_slots: Array[ItemInstance] = [] var module_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) if GameState.restart_inventory.is_empty(): _add_starter_items() else: cargo.assign(GameState.restart_inventory["cargo"]) weapon_slots.assign(GameState.restart_inventory["weapon"]) module_slots.assign(GameState.restart_inventory["module"]) GameState.restart_inventory.clear() _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(), } 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 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 to_kind == "weapon" and item.definition.category != ItemDefinition.Category.WEAPON: return false if to_kind == "module" and item.definition.category == ItemDefinition.Category.WEAPON: return false var displaced := destination[to_index] if displaced != null and displaced.definition != null: if from_kind == "weapon" and displaced.definition.category != ItemDefinition.Category.WEAPON: return false if from_kind == "module" and displaced.definition.category == ItemDefinition.Category.WEAPON: return false 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 _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 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 ["max_hull", "max_shields", "max_energy", "max_speed", "energy_regeneration", "shield_regeneration"]: 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 starter_items := [ "res://resources/items/plasma_cannon.tres", "res://resources/items/beam_laser.tres", "res://resources/items/machine_gun.tres", "res://resources/items/missile_launcher.tres", "res://resources/items/reinforced_shield.tres", "res://resources/items/hull_plating.tres", "res://resources/items/compact_generator.tres", "res://resources/items/engine_extension.tres", "res://resources/items/tuned_thrusters.tres", "res://resources/items/shield_recharger.tres", ] var cargo_index := 0 var weapon_index := 0 for path in starter_items: var definition := load(path) as ItemDefinition if definition == null: push_warning("Could not load starter item: %s" % path) continue var item := ItemInstance.new() item.definition = definition item.item_level = 1 if definition.category == ItemDefinition.Category.WEAPON and weapon_index < WEAPON_SLOT_COUNT: weapon_slots[weapon_index] = item weapon_index += 1 else: cargo[cargo_index] = item cargo_index += 1