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tsgames/src/common/rpg/components/inventory.ts

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TypeScript

import type { InventorySlotInput, RPGVariables, SlotId } from "../types";
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 {
slotId: SlotId;
limit: number | undefined;
contents: { itemId: string; amount: number } | null;
}
interface InventoryState {
infinite: boolean;
nextSlotId: number; // auto-increment counter for infinite mode
slots: SlotRecord[];
}
function buildInventoryState(input?: number | InventorySlotInput[]): InventoryState {
if (input === undefined) {
return { infinite: true, nextSlotId: 0, slots: [] };
}
if (typeof input === 'number') {
return {
infinite: false,
nextSlotId: 0,
slots: Array.from({ length: input }, (_, i) => ({ slotId: i, limit: undefined, contents: null })),
};
}
return {
infinite: false,
nextSlotId: 0,
slots: input.map(def => ({
slotId: typeof def === 'object' ? def.slotId : def,
limit: typeof def === 'object' ? def.limit : undefined,
contents: null,
})),
};
}
@component
export class Inventory extends Component<InventoryState> {
#cachedVars: RPGVariables | null = null;
/** 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[]) {
super(buildInventoryState(input));
}
#slot(slotId: SlotId): SlotRecord | undefined {
return this.state.slots.find(s => s.slotId === slotId);
}
#capFor(slot: SlotRecord, itemId: string): number {
const limitCap = slot.limit ?? Infinity;
const stackable = this.entity.world.getEntity(itemId)?.get(Stackable);
const stackCap = stackable ? stackable.maxStack : 1;
return Math.min(limitCap, stackCap);
}
#roomFor(slot: SlotRecord, itemId: string): number {
if (slot.contents !== null && slot.contents.itemId !== itemId) return 0;
return this.#capFor(slot, itemId) - (slot.contents?.amount ?? 0);
}
@action
add({ itemId, amount, slotId }: { itemId: string; amount: number; slotId?: SlotId }): boolean {
this.#cachedVars = null;
if (amount < 0) return false;
if (amount === 0) return true;
if (!this.entity.world.getEntity(itemId)) {
console.warn(`[Inventory] add: item entity '${itemId}' not found`);
return false;
}
// ── Direct slot ───────────────────────────────────────────────────────
if (slotId !== undefined) {
const slot = this.#slot(slotId);
if (!slot) return false;
if (this.#roomFor(slot, itemId) < amount) return false;
slot.contents = { itemId, amount: (slot.contents?.amount ?? 0) + amount };
this.emit('add', { itemId, amount, slotIds: [slotId] });
return true;
}
// ── 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)
canFit += this.#roomFor(slot, itemId);
}
if (canFit < amount) return false;
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);
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);
}
}
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);
}
this.emit('add', { itemId, amount, slotIds });
return true;
}
@action
remove({ itemId, amount, slotId }: { itemId: string; amount: number; slotId?: SlotId }): boolean {
this.#cachedVars = null;
if (amount < 0) return false;
if (amount === 0) return true;
if (slotId !== undefined) {
const slot = this.#slot(slotId);
if (!slot || slot.contents?.itemId !== itemId) return false;
if (slot.contents.amount < amount) return false;
slot.contents.amount -= amount;
if (slot.contents.amount === 0) slot.contents = null;
this.emit('remove', { itemId, amount, slotIds: [slotId] });
return true;
}
if (this.getAmount(itemId) < amount) return false;
let remaining = amount;
const slotIds: SlotId[] = [];
for (const slot of this.state.slots) {
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);
}
}
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;
}
const equipment = this.entity.get(Equipment);
if (!equipment) {
console.warn(`[Inventory] equip: entity has no Equipment component`);
return false;
}
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
use(arg?: string | { itemId?: string; slotId?: SlotId }, ctx?: EvalContext): 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 '${itemId}' not in inventory`);
return false;
}
const itemEntity = this.entity.world.getEntity(itemId);
if (!itemEntity) {
console.warn(`[Inventory] use: item entity '${itemId}' not found`);
return false;
}
const usable = itemEntity.get(Usable);
if (!usable) {
console.warn(`[Inventory] use: item '${itemId}' has no Usable component`);
return false;
}
if (usable.consumeOnUse) this.remove({ itemId, amount: 1, slotId });
usable.use(ctx ?? this.context);
return true;
}
/** Resolve an item reference, deriving `itemId` from slot contents if only `slotId` is given. */
#resolveItem(arg?: string | { itemId?: string; slotId?: SlotId }): { itemId: string; slotId?: SlotId } | null {
if (!arg) return null;
if (typeof arg === 'string') return { itemId: arg };
if (arg.slotId !== undefined) {
const contents = this.getSlotContents(arg.slotId);
if (!contents) return null;
if (arg.itemId && contents.itemId !== arg.itemId) return null;
return { itemId: contents.itemId, slotId: arg.slotId };
}
return arg.itemId ? { itemId: arg.itemId } : null;
}
getSlotContents(slotId: SlotId): { itemId: string; amount: number } | null {
return this.#slot(slotId)?.contents ?? null;
}
getAmount(itemId: string, slotId?: SlotId): number {
if (slotId !== undefined) {
const slot = this.#slot(slotId);
return slot?.contents?.itemId === itemId ? slot.contents.amount : 0;
}
let total = 0;
for (const slot of this.state.slots) {
if (slot.contents?.itemId === itemId) total += slot.contents.amount;
}
return total;
}
getItems(): Map<string, number> {
const result = new Map<string, number>();
for (const slot of this.state.slots) {
if (slot.contents) {
const { itemId, amount } = slot.contents;
result.set(itemId, (result.get(itemId) ?? 0) + amount);
}
}
return result;
}
override getVariables(): RPGVariables {
if (this.#cachedVars) return this.#cachedVars;
const result: RPGVariables = {};
for (const [itemId, amount] of this.getItems()) {
result[itemId] = amount;
const itemEntity = this.entity.world.getEntity(itemId);
if (itemEntity) {
for (const [key, value] of Object.entries(resolveVariables(itemEntity))) {
result[`${itemId}.${key}`] = value;
}
}
}
this.#cachedVars = result;
return result;
}
}