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Infinite inventory

This commit is contained in:
Pabloader 2026-04-29 12:23:49 +00:00
parent 8b93a732a7
commit c2e9a597fa
1 changed files with 154 additions and 45 deletions

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@ -3,6 +3,7 @@ import { action } from "../utils/decorators";
import { Component, type EvalContext } from "../core/world";
import { component } from "../core/registry";
import { Stackable, Usable } from "./item";
import { Equipment, Equippable } from "./equipment";
import { resolveVariables } from "../utils/variables";
interface SlotRecord {
@ -12,6 +13,8 @@ interface SlotRecord {
}
interface InventoryState {
infinite: boolean;
nextSlotId: number; // auto-increment counter for infinite mode
slots: SlotRecord[];
}
@ -19,15 +22,35 @@ interface InventoryState {
export class Inventory extends Component<InventoryState> {
#cachedVars: RPGVariables | null = null;
constructor(slotDefs: Array<InventorySlotInput>) {
/** Infinite inventory — grows on demand, no slot cap. */
constructor();
/** N generic slots, each limited only by item maxStack. */
constructor(count: number);
/** Named slots with optional per-slot stack limits (original behaviour). */
constructor(slots: InventorySlotInput[]);
constructor(input?: number | InventorySlotInput[]) {
if (input === undefined) {
super({ infinite: true, nextSlotId: 0, slots: [] });
} else if (typeof input === 'number') {
super({
slots: slotDefs.map(def => {
infinite: false,
nextSlotId: 0,
slots: Array.from({ length: input }, (_, i) => ({
slotId: i, limit: undefined, contents: null,
})),
});
} else {
super({
infinite: false,
nextSlotId: 0,
slots: input.map(def => {
const slotId = typeof def === 'object' ? def.slotId : def;
const limit = typeof def === 'object' ? def.limit : undefined;
return { slotId, limit, contents: null };
}),
});
}
}
#slot(slotId: SlotId): SlotRecord | undefined {
return this.state.slots.find(s => s.slotId === slotId);
@ -56,6 +79,7 @@ export class Inventory extends Component<InventoryState> {
return false;
}
// ── Direct slot ───────────────────────────────────────────────────────
if (slotId !== undefined) {
const slot = this.#slot(slotId);
if (!slot) return false;
@ -65,45 +89,70 @@ export class Inventory extends Component<InventoryState> {
return true;
}
// Two-phase: pre-check then apply
let remaining = amount;
// ── Finite inventory: two-phase (check → apply) ───────────────────────
if (!this.state.infinite) {
let canFit = 0;
for (const slot of this.state.slots) {
if (slot.contents === null || slot.contents.itemId === itemId) {
remaining -= Math.min(this.#roomFor(slot, itemId), remaining);
if (remaining === 0) break;
if (slot.contents === null || slot.contents.itemId === itemId)
canFit += this.#roomFor(slot, itemId);
}
}
if (remaining > 0) return false;
if (canFit < amount) return false;
// Apply — fill existing slots for this item first, then empty ones
remaining = amount;
let remaining = amount;
const slotIds: SlotId[] = [];
for (const slot of this.state.slots) {
if (slot.contents?.itemId === itemId) {
if (slot.contents?.itemId === itemId && remaining > 0) {
const take = Math.min(this.#roomFor(slot, itemId), remaining);
slot.contents.amount += take;
slot.contents!.amount += take;
remaining -= take;
slotIds.push(slot.slotId);
if (remaining === 0) {
this.emit('add', { itemId, amount, slotIds });
return true;
}
}
}
for (const slot of this.state.slots) {
if (slot.contents === null) {
if (slot.contents === null && remaining > 0) {
const take = Math.min(this.#capFor(slot, itemId), remaining);
slot.contents = { itemId, amount: take };
remaining -= take;
slotIds.push(slot.slotId);
if (remaining === 0) {
}
}
this.emit('add', { itemId, amount, slotIds });
return true;
}
// ── Infinite inventory: fill existing slots, then grow ─────────────────
let remaining = amount;
const slotIds: SlotId[] = [];
for (const slot of this.state.slots) {
if (slot.contents?.itemId === itemId && remaining > 0) {
const take = Math.min(this.#roomFor(slot, itemId), remaining);
if (take > 0) {
slot.contents!.amount += take;
remaining -= take;
slotIds.push(slot.slotId);
}
}
}
for (const slot of this.state.slots) {
if (slot.contents === null && remaining > 0) {
const take = Math.min(this.#capFor(slot, itemId), remaining);
slot.contents = { itemId, amount: take };
remaining -= take;
slotIds.push(slot.slotId);
}
}
while (remaining > 0) {
const newSlot: SlotRecord = { slotId: this.state.nextSlotId++, limit: undefined, contents: null };
this.state.slots.push(newSlot);
const take = Math.min(this.#capFor(newSlot, itemId), remaining);
newSlot.contents = { itemId, amount: take };
remaining -= take;
slotIds.push(newSlot.slotId);
}
return remaining === 0;
this.emit('add', { itemId, amount, slotIds });
return true;
}
@action
@ -127,27 +176,71 @@ export class Inventory extends Component<InventoryState> {
let remaining = amount;
const slotIds: SlotId[] = [];
for (const slot of this.state.slots) {
if (slot.contents?.itemId === itemId) {
if (slot.contents?.itemId === itemId && remaining > 0) {
const take = Math.min(slot.contents.amount, remaining);
slot.contents.amount -= take;
if (slot.contents.amount === 0) slot.contents = null;
remaining -= take;
slotIds.push(slot.slotId);
if (remaining === 0) {
}
}
this.emit('remove', { itemId, amount, slotIds });
return true;
}
}
}
/**
* Equip an item from this inventory onto the entity's `Equipment` component.
* `slotId` specifies which inventory slot to equip from (otherwise any slot is used).
* `slotName` specifies the equipment body slot (otherwise auto-detected by item type).
*/
@action
equip(arg: string | { itemId?: string; slotId?: SlotId; slotName?: string }): boolean {
const resolved = this.#resolveItem(arg);
if (!resolved) return false;
const { itemId, slotId } = resolved;
const slotName = typeof arg === 'object' ? arg.slotName : undefined;
if (this.getAmount(itemId, slotId) === 0) {
console.warn(`[Inventory] equip: item '${itemId}' not in inventory`);
return false;
}
@action
async use(itemId?: string, ctx?: EvalContext): Promise<boolean> {
if (!itemId) return false;
const equipment = this.entity.get(Equipment);
if (!equipment) {
console.warn(`[Inventory] equip: entity has no Equipment component`);
return false;
}
if (this.getAmount(itemId) === 0) {
let resolvedSlot = slotName;
if (resolvedSlot === undefined) {
const equippable = this.entity.world.getEntity(itemId)?.get(Equippable);
if (!equippable) {
console.warn(`[Inventory] equip: item '${itemId}' has no Equippable component`);
return false;
}
const found = equipment.findCompatibleSlot(equippable.slotType);
if (!found) {
console.warn(`[Inventory] equip: no compatible slot for '${itemId}'`);
return false;
}
resolvedSlot = found;
}
return equipment.equip({ slotName: resolvedSlot, itemId });
}
/**
* Use an item from this inventory.
* `slotId` specifies which inventory slot to use from (otherwise any slot is used).
*/
@action
async use(arg?: string | { itemId?: string; slotId?: SlotId }, ctx?: EvalContext): Promise<boolean> {
const resolved = this.#resolveItem(arg);
if (!resolved) return false;
const { itemId, slotId } = resolved;
if (this.getAmount(itemId, slotId) === 0) {
console.warn(`[Inventory] use: item '${itemId}' not in inventory`);
return false;
}
@ -164,13 +257,29 @@ export class Inventory extends Component<InventoryState> {
return false;
}
if (usable.consumeOnUse) {
this.remove({ itemId, amount: 1 });
if (usable.consumeOnUse) this.remove({ itemId, amount: 1, slotId });
await usable.use(ctx ?? this.context);
return true;
}
const resolvedCtx = ctx ?? { self: this.entity, world: this.entity.world };
await usable.use(resolvedCtx);
return true;
/** Resolve an item reference, deriving `itemId` from slot contents if only `slotId` is given. */
#resolveItem(arg?: string | { itemId?: string; slotId?: SlotId }): { itemId: string; slotId?: SlotId } | null {
if (!arg) return null;
if (typeof arg === 'string') return { itemId: arg };
if (arg.slotId !== undefined) {
const contents = this.getSlotContents(arg.slotId);
if (!contents) return null;
if (arg.itemId && contents.itemId !== arg.itemId) return null;
return { itemId: contents.itemId, slotId: arg.slotId };
}
return arg.itemId ? { itemId: arg.itemId } : null;
}
getSlotContents(slotId: SlotId): { itemId: string; amount: number } | null {
return this.#slot(slotId)?.contents ?? null;
}
getAmount(itemId: string, slotId?: SlotId): number {