156 lines
5.1 KiB
GDScript
156 lines
5.1 KiB
GDScript
extends Node
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class_name ShipInventory
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signal inventory_changed
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const CARGO_SIZE := 20
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const WEAPON_SLOT_COUNT := 2
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const MODULE_SLOT_COUNT := 6
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var cargo: Array[ItemInstance] = []
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var weapon_slots: Array[ItemInstance] = []
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var module_slots: Array[ItemInstance] = []
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@onready var ship: CharacterBody2D = get_parent()
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func _ready() -> void:
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add_to_group("ship_inventory")
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cargo.resize(CARGO_SIZE)
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weapon_slots.resize(WEAPON_SLOT_COUNT)
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module_slots.resize(MODULE_SLOT_COUNT)
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if GameState.restart_inventory.is_empty():
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_add_starter_items()
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else:
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cargo.assign(GameState.restart_inventory["cargo"])
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weapon_slots.assign(GameState.restart_inventory["weapon"])
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module_slots.assign(GameState.restart_inventory["module"])
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GameState.restart_inventory.clear()
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_recalculate_ship_stats()
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inventory_changed.emit()
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func get_cargo_used() -> int:
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var used := 0
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for item in cargo:
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if item != null:
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used += 1
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return used
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func preserve_for_restart() -> void:
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# Copy the slot arrays; resources retain levels and individual modifiers.
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GameState.restart_inventory = {
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"cargo": cargo.duplicate(),
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"weapon": weapon_slots.duplicate(),
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"module": module_slots.duplicate(),
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}
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func get_item(slot_kind: String, index: int) -> ItemInstance:
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var slots := _get_slots(slot_kind)
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if index < 0 or index >= slots.size():
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return null
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return slots[index]
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func add_item(item: ItemInstance) -> bool:
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if item == null or item.definition == null:
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return false
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for index in cargo.size():
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if cargo[index] == null:
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cargo[index] = item
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inventory_changed.emit()
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return true
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return false
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func delete_cargo_item(index: int) -> bool:
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if index < 0 or index >= cargo.size() or cargo[index] == null:
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return false
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cargo[index] = null
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GameState.captain.parts += 10.0
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GameState.captain.emit_changed()
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inventory_changed.emit()
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return true
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func can_move_item(from_kind: String, from_index: int, to_kind: String, to_index: int) -> bool:
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var source := _get_slots(from_kind)
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var destination := _get_slots(to_kind)
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if from_index < 0 or from_index >= source.size() or to_index < 0 or to_index >= destination.size():
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return false
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if from_kind == to_kind and from_index == to_index:
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return false
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var item := source[from_index]
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if item == null or item.definition == null:
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return false
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if to_kind == "weapon" and item.definition.category != ItemDefinition.Category.WEAPON:
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return false
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if to_kind == "module" and item.definition.category == ItemDefinition.Category.WEAPON:
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return false
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var displaced := destination[to_index]
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if displaced != null and displaced.definition != null:
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if from_kind == "weapon" and displaced.definition.category != ItemDefinition.Category.WEAPON:
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return false
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if from_kind == "module" and displaced.definition.category == ItemDefinition.Category.WEAPON:
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return false
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return true
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func move_item(from_kind: String, from_index: int, to_kind: String, to_index: int) -> bool:
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if not can_move_item(from_kind, from_index, to_kind, to_index):
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return false
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var source := _get_slots(from_kind)
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var destination := _get_slots(to_kind)
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var displaced := destination[to_index]
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destination[to_index] = source[from_index]
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source[from_index] = displaced
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_recalculate_ship_stats()
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inventory_changed.emit()
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return true
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func _get_slots(slot_kind: String) -> Array[ItemInstance]:
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match slot_kind:
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"cargo":
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return cargo
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"weapon":
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return weapon_slots
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"module":
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return module_slots
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return []
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func _recalculate_ship_stats() -> void:
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var bonuses := {}
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for item in weapon_slots + module_slots:
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if item == null or item.definition == null:
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continue
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for stat_key in ["max_hull", "max_shields", "max_energy", "max_speed", "energy_regeneration", "shield_regeneration", "hull_percent", "shield_percent", "damage_percent", "speed_percent", "experience_percent", "credits_percent", "critical_chance_percent", "critical_damage_percent"]:
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bonuses[stat_key] = float(bonuses.get(stat_key, 0.0)) + item.get_stat_total(stat_key)
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ship.call("apply_equipment_bonuses", bonuses)
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func _add_starter_items() -> void:
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var starter_items := [
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"res://resources/items/plasma_cannon.tres",
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"res://resources/items/beam_laser.tres",
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"res://resources/items/machine_gun.tres",
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"res://resources/items/missile_launcher.tres",
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"res://resources/items/reinforced_shield.tres",
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"res://resources/items/hull_plating.tres",
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"res://resources/items/compact_generator.tres",
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"res://resources/items/engine_extension.tres",
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"res://resources/items/tuned_thrusters.tres",
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"res://resources/items/shield_recharger.tres",
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"res://resources/items/afterburner.tres",
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"res://resources/items/shield_charge.tres",
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"res://resources/items/repair_drones.tres",
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]
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var cargo_index := 0
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var weapon_index := 0
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for path in starter_items:
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var definition := load(path) as ItemDefinition
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if definition == null:
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push_warning("Could not load starter item: %s" % path)
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continue
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var item := ItemInstance.new()
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item.definition = definition
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item.item_level = 1
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if definition.category == ItemDefinition.Category.WEAPON and weapon_index < WEAPON_SLOT_COUNT:
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weapon_slots[weapon_index] = item
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weapon_index += 1
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else:
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cargo[cargo_index] = item
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cargo_index += 1
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