Added complete crafting to the game. Next step would be research and buildings. Updated DSL with Setup to work with dynamic loading.

This commit is contained in:
2026-05-05 21:44:30 +02:00
parent ffe1077abc
commit 6445c24202
11 changed files with 116 additions and 39 deletions
+50 -7
View File
@@ -2,31 +2,74 @@ using Godot;
public class CraftNode : ProgramNode
{
Item selectedItem;
int amount;
public CraftNode()
{
DisplayText = "Craft";
}
public override NodeResult Execute(Robot robot, double delta)
{
GD.Print("Craft");
if (nextNode != null)
if (selectedItem == null)
{
return nextNode.Execute(robot, delta);
lastExecutionMessage = "No Item selected";
return NodeResult.FAILURE;
}
else
if (amount <= 0)
{
return NodeResult.SUCCESS;
lastExecutionMessage = "Amount has to be atleast 1";
return NodeResult.FAILURE;
}
if (!GameData.inventory.CanCraft(selectedItem.data.Inputs, amount))
{
lastExecutionMessage = "Not enough items to craft this";
return NodeResult.FAILURE;
}
switch (selectedItem.Craft(amount, delta))
{
case CraftingResult.FAILED:
lastExecutionMessage = "Not enough space to add item to inventory";
return NodeResult.FAILURE;
case CraftingResult.FINISHED:
return NodeResult.SUCCESS;
}
return NodeResult.RUNNING;
}
public override void ReadParameters(NodeDisplay display)
{
//
HBoxContainer valueContainer = display.GetNode<HBoxContainer>("./EditorDisplay/HBoxContainer/");
OptionButton items = valueContainer.GetNode<OptionButton>("./Item");
string readableItem = items.GetItemText(items.GetSelectedId());
if (GameData.availableItems.ContainsKey(ItemData.GetIndex(readableItem)))
{
selectedItem = new Item { data = GameData.availableItems[ItemData.GetIndex(readableItem)]};
}
amount = (int)valueContainer.GetNode<SpinBox>("./Amount").Value;
}
public override ProgramNode Duplicate()
{
CraftNode duplicate = new CraftNode();
CraftNode duplicate = new CraftNode()
{
selectedItem = selectedItem,
amount = amount
};
return duplicate;
}
public override void Setup(NodeDisplay display)
{
OptionButton options = display.GetNode<OptionButton>("./EditorDisplay/HBoxContainer/Item");
options.AddItem("Select item...");
foreach (ItemData item in GameData.availableItems.Values)
{
if (item.Inputs.Count > 0)
{
options.AddItem(item.GetReadableName());
}
}
}
}