Working on inventory and crafting system. Translated Excel-Itemlist to .json.
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@@ -0,0 +1,6 @@
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public enum CraftingResult
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{
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FAILED,
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CRAFTING,
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FINISHED
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}
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@@ -0,0 +1 @@
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uid://bd7t0os166lu3
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@@ -1,12 +1,11 @@
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using Godot;
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public class GameResource
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public class GameResource : Ingredient
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{
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int maxAmount;
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int currentAmount;
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bool isEndless;
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float extractionSpeed;
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public string name;
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double timeSinceLastExtraction;
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public GameResource(string name)
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{
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@@ -17,8 +16,11 @@ public class GameResource
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extractionSpeed = 1f;
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}
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public bool Extract()
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public bool Extract(double delta)
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{
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timeSinceLastExtraction += delta;
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if (timeSinceLastExtraction < extractionSpeed) return false;
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timeSinceLastExtraction = 0;
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if(isEndless) return true;
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if (currentAmount > 0)
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{
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@@ -0,0 +1,8 @@
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using Godot;
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public abstract class Ingredient
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{
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public string name;
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public int currentAmount;
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public int stackSize;
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}
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@@ -0,0 +1 @@
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uid://dital81qfptdr
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@@ -0,0 +1,45 @@
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using System.Collections.Generic;
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using Godot;
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public class Inventory
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{
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public List<Ingredient> inventory = new();
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public int maxInventorySize = 8;
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public bool AddIngredient(Ingredient ingredient, int amount)
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{
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Ingredient ing = inventory.Find(x => x.name == ingredient.name && x.currentAmount + amount <= x.stackSize);
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if (ing != null)
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{
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ing.currentAmount += amount;
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return true;
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}
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else
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{
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if (inventory.Count < maxInventorySize)
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{
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inventory.Add(ingredient);
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inventory[inventory.Count - 1].currentAmount += amount;
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return true;
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}
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}
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return false;
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}
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public bool CanCraft(Dictionary<Ingredient, int> neededIngredients, int amount)
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{
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bool canCraft = true;
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Ingredient ingredient;
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foreach(Ingredient key in neededIngredients.Keys)
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{
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ingredient = inventory.Find(x => x.name == key.name && x.currentAmount >= neededIngredients[key] * amount);
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if (ingredient == null)
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{
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canCraft = false;
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break;
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}
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}
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return canCraft;
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}
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}
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@@ -0,0 +1 @@
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uid://dnbdfvox75hk8
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@@ -1,5 +1,43 @@
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using System.Collections.Generic;
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using Godot;
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public class Item
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public class Item : Ingredient
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{
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public Dictionary<Ingredient, int> ingredients;
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public double craftTime;
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public double elapsedCraftTime;
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public int amountCrafted;
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public Item(string name, Dictionary<Ingredient, int> ingredients, int stackSize, double craftTime)
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{
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this.name = name;
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this.ingredients = ingredients;
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currentAmount = 0;
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this.stackSize = stackSize;
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this.craftTime = craftTime;
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amountCrafted = 0;
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}
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public CraftingResult Craft(int amount, double delta)
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{
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if (GameData.inventory.CanCraft(ingredients, amount-amountCrafted))
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{
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elapsedCraftTime += delta;
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if (elapsedCraftTime >= craftTime)
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{
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elapsedCraftTime -= craftTime;
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currentAmount += 1;
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amountCrafted++;
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if (amountCrafted >= amount)
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{
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amountCrafted = 0;
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elapsedCraftTime = 0;
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return CraftingResult.FINISHED;
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}
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}
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return CraftingResult.CRAFTING;
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}
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return CraftingResult.FAILED;
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}
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}
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