project-dung/scripts/item_dump.gd
2022-08-16 00:29:52 -07:00

53 lines
1.4 KiB
GDScript

extends Spatial
signal item_dump_completed
signal item_dumped
# Godot is not configurable enough (without great pains)
# to make this look less dumb
export var item_type_0: Resource
export var item_count_0: int
export var item_type_1: Resource
export var item_count_1: int
export var item_type_2: Resource
export var item_count_2: int
var remaining := {}
export var enabled = true
func _ready():
reset()
func reset():
remaining.clear()
if item_type_0 and item_count_0 > 0:
remaining[item_type_0] = item_count_0
if item_type_1 and item_count_1 > 0:
remaining[item_type_1] = item_count_1
if item_type_2 and item_count_2 > 0:
remaining[item_type_2] = item_count_2
func on_player_interact(player) -> bool:
if not enabled:
return false
if remaining.empty():
return false
if not player.has_item():
return false
if not remaining.has(player.item_in_hand.item_type):
return false
assert(remaining[player.item_in_hand.item_type] > 0, "remaining dictionary should always erase keys with a value of 0")
# Remove the player's item and mark off the item on the remaining list
var item = player.drop_item_in_hand()
remaining[item.item_type] -= 1
if remaining[item.item_type] <= 0:
remaining.erase(item.item_type)
item.queue_free()
emit_signal("item_dumped")
# Check if everything's been checked off
if remaining.empty():
emit_signal("item_dump_completed")
return true