Randoloot/scripts/items/ship_inventory.gd
2026-10-11 13:26:14 +02:00

177 lines
5.5 KiB
GDScript

extends Node
class_name ShipInventory
signal inventory_changed
signal ammunition_changed
const CARGO_SIZE := 20
const WEAPON_SLOT_COUNT := 2
const MODULE_SLOT_COUNT := 6
const STARTING_AMMUNITION := 300
const AMMUNITION_CRAFT_AMOUNT := 100
const AMMUNITION_CRAFT_PARTS_COST := 50.0
const AMMUNITION_BUY_AMOUNT := 100
const AMMUNITION_BUY_BASE_COST := 20
var ammunition: int = STARTING_AMMUNITION
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"])
ammunition = int(GameState.restart_inventory.get("ammunition", STARTING_AMMUNITION))
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(),
"ammunition": ammunition,
}
func consume_ammunition() -> bool:
if ammunition <= 0:
return false
ammunition -= 1
ammunition_changed.emit()
return true
func can_craft_ammunition() -> bool:
return GameState.captain.parts >= AMMUNITION_CRAFT_PARTS_COST
func craft_ammunition() -> bool:
if not can_craft_ammunition():
return false
GameState.captain.parts -= AMMUNITION_CRAFT_PARTS_COST
ammunition += AMMUNITION_CRAFT_AMOUNT
GameState.captain.emit_changed()
ammunition_changed.emit()
return true
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 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
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 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", "hull_percent", "shield_percent", "damage_percent", "speed_percent", "experience_percent", "credits_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