Add item_dump
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11
scenes/item_dump.tscn
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11
scenes/item_dump.tscn
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[gd_scene load_steps=3 format=2]
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[ext_resource path="res://scripts/item_dump.gd" type="Script" id=1]
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[sub_resource type="BoxShape" id=1]
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[node name="item_dump" type="Area"]
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script = ExtResource( 1 )
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[node name="CollisionShape" type="CollisionShape" parent="."]
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shape = SubResource( 1 )
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52
scripts/item_dump.gd
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scripts/item_dump.gd
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extends Spatial
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signal item_dump_completed
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signal item_dumped
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# Godot is not configurable enough (without great pains)
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# to make this look less dumb
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export var item_type_0: Resource
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export var item_count_0: int
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export var item_type_1: Resource
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export var item_count_1: int
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export var item_type_2: Resource
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export var item_count_2: int
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var remaining := {}
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export var enabled = true
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func _ready():
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reset()
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func reset():
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remaining.clear()
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if item_type_0 and item_count_0 > 0:
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remaining[item_type_0] = item_count_0
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if item_type_1 and item_count_1 > 0:
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remaining[item_type_1] = item_count_1
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if item_type_2 and item_count_2 > 0:
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remaining[item_type_2] = item_count_2
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func on_player_interact(player) -> bool:
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if not enabled:
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return false
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if remaining.empty():
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return false
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if not player.has_item():
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return false
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if not remaining.has(player.item_in_hand.item_type):
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return false
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assert(remaining[player.item_in_hand.item_type] > 0, "remaining dictionary should always erase keys with a value of 0")
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# Remove the player's item and mark off the item on the remaining list
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var item = player.drop_item_in_hand()
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remaining[item.item_type] -= 1
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if remaining[item.item_type] <= 0:
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remaining.erase(item.item_type)
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item.queue_free()
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emit_signal("item_dumped")
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# Check if everything's been checked off
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if remaining.empty():
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emit_signal("item_dump_completed")
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return true
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