last_light/game/model/inventory.go

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package model
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import "mvvasilev/last_light/engine"
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type Inventory interface {
Items() []*Item
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Shape() engine.Size
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Push(item Item) bool
Drop(x, y int) *Item
ItemAt(x, y int) *Item
}
type BasicInventory struct {
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contents []*Item
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shape engine.Size
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}
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func CreateInventory(shape engine.Size) *BasicInventory {
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inv := new(BasicInventory)
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inv.contents = make([]*Item, 0, shape.Height()*shape.Width())
inv.shape = shape
return inv
}
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func (i *BasicInventory) Items() (items []*Item) {
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return i.contents
}
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func (i *BasicInventory) Shape() engine.Size {
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return i.shape
}
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func (i *BasicInventory) Push(item Item) (success bool) {
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if len(i.contents) == i.shape.Area() {
return false
}
itemType := item.Type()
// Try to first find a matching item with capacity
for index, existingItem := range i.contents {
if existingItem != nil && existingItem.itemType == itemType {
if existingItem.Quantity()+1 > existingItem.Type().MaxStack() {
continue
}
it := CreateItem(itemType, existingItem.Quantity()+1)
i.contents[index] = &it
return true
}
}
// Next, try to find an intermediate empty slot to fit this item into
for index, existingItem := range i.contents {
if existingItem == nil {
i.contents[index] = &item
return true
}
}
// Finally, just append the new item at the end
i.contents = append(i.contents, &item)
return true
}
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func (i *BasicInventory) Drop(x, y int) *Item {
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index := y*i.shape.Width() + x
if index > len(i.contents)-1 {
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return nil
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}
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item := i.contents[index]
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i.contents[index] = nil
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return item
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}
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func (i *BasicInventory) ItemAt(x, y int) (item *Item) {
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index := y*i.shape.Width() + x
if index > len(i.contents)-1 {
return nil
}
return i.contents[index]
}