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Inventory Manager
# inventory.gd
class_name Inventory
extends Resource
signal item_added(item: Item, amount: int)
signal item_removed(item: Item, amount: int)
signal inventory_changed
@export var slots: Array[InventorySlot] = []
@export var max_slots: int = 20
@export var max_weight: float = 100.0
func _init() -> void:
slots.resize(max_slots)
for i in max_slots:
slots[i] = InventorySlot.new()
func add_item(item: Item, amount: int = 1) -> bool:
var remaining := amount
# Try stacking first
if item.max_stack > 1:
for slot in slots:
if slot.item == item and slot.amount < item.max_stack:
var space := item.max_stack - slot.amount
var to_add := mini(space, remaining)
slot.amount += to_add
remaining -= to_add
if remaining <= 0:
item_added.emit(item, amount)
inventory_changed.emit()
return true
# Add to empty slots
while remaining > 0:
var empty_slot := find_empty_slot()
if empty_slot == null:
return false # Inventory full
var to_add := mini(item.max_stack, remaining)
empty_slot.item = item
empty_slot.amount = to_add
remaining -= to_add
item_added.emit(item, amount)
inventory_changed.emit()
return true
func remove_item(item: Item, amount: int = 1) -> bool:
var remaining := amount
for slot in slots:
if slot.item == item:
var to_remove := mini(slot.amount, remaining)
slot.amount -= to_remove
remaining -= to_remove
if slot.amount <= 0:
slot.clear()
if remaining <= 0:
item_removed.emit(item, amount)
inventory_changed.emit()
return true
return false # Not enough items
func has_item(item: Item, amount: int = 1) -> bool:
var count := 0
for slot in slots:
if slot.item == item:
count += slot.amount
return count >= amount
func find_empty_slot() -> InventorySlot:
for slot in slots:
if slot.is_empty():
return slot
return null
func get_total_weight() -> float:
var total := 0.0
for slot in slots:
if slot.item:
total += slot.item.weight * slot.amount
return total