last_light/game/item/inventory.go

95 lines
1.7 KiB
Go

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