feat: add extensible item inventory and world system
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@@ -0,0 +1,141 @@
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using System;
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using Game.Features.Items.Contracts;
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using Game.Features.Items.Domain;
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using Game.Godot.Extensions;
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using Godot;
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namespace Game.Features.Items.Godot;
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public partial class WorldItemController : RigidBody3D, IPickupTarget
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{
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public const string ItemGroup = "world_items";
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[Export] public string InstanceId;
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[Export] public string DefinitionId = "item";
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[Export] public string DisplayName = "Item";
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[Export] public HandRequirement HandRequirement = HandRequirement.One;
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[Export] public CollisionShape3D Collision;
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[Export] public Node3D WorldVisual;
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[Export] public PackedScene HeldViewScene;
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protected Node3D HeldView { get; private set; }
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protected bool IsHeld => HeldView is not null;
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public ItemInfo ItemInfo { get; private set; }
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public ItemDefinition Definition { get; private set; }
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public IItemInstance Item { get; private set; }
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private ItemWorldController _registry;
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public override void _Ready()
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{
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this.AssertRequiredExports();
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if (string.IsNullOrWhiteSpace(DefinitionId))
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{
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throw new InvalidOperationException($"{Name}: item definition id cannot be empty.");
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}
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if (HeldViewScene is null)
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{
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throw new InvalidOperationException($"{Name}: held view scene is not assigned.");
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}
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Guid id = string.IsNullOrWhiteSpace(InstanceId)
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? Guid.NewGuid()
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: Guid.Parse(InstanceId);
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Definition = new ItemDefinition(new ItemDefinitionId(DefinitionId), DisplayName, HandRequirement);
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ItemInfo = new ItemInfo(
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new ItemInstanceId(id),
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Definition.Id,
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Definition.DisplayName,
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Definition.HandRequirement
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);
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Item = CreateItemInstance(ItemInfo);
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AddToGroup(ItemGroup);
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RegisterWithAvailableWorld();
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ApplyState(Item);
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}
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public override void _ExitTree()
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{
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_registry?.Unregister(ItemInfo.Id);
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}
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public void RegisterWith(ItemWorldController registry)
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{
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_registry = registry;
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}
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public void SetHeld(Node3D anchor, IItemInstance item)
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{
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if (IsHeld)
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{
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return;
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}
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Freeze = true;
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Sleeping = true;
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LinearVelocity = Vector3.Zero;
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AngularVelocity = Vector3.Zero;
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Collision.SetDeferred(CollisionShape3D.PropertyName.Disabled, true);
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WorldVisual.Visible = false;
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HeldView = HeldViewScene.Instantiate<Node3D>();
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anchor.AddChild(HeldView);
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HeldView.Transform = Transform3D.Identity;
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OnHeldViewCreated(HeldView);
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ApplyState(item);
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}
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public void SetDropped(Vector3 worldPosition, IItemInstance item)
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{
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if (HeldView is not null)
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{
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OnHeldViewRemoving(HeldView);
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HeldView.QueueFree();
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HeldView = null;
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}
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GlobalPosition = worldPosition;
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LinearVelocity = Vector3.Zero;
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AngularVelocity = Vector3.Zero;
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WorldVisual.Visible = true;
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Collision.SetDeferred(CollisionShape3D.PropertyName.Disabled, false);
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Freeze = false;
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Sleeping = false;
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ApplyState(item);
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}
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public void ApplyState(IItemInstance item)
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{
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OnPresentationChanged(item);
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}
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protected virtual IItemInstance CreateItemInstance(ItemInfo itemInfo) => new PassiveItemInstance(itemInfo);
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protected virtual void OnHeldViewCreated(Node3D heldView)
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{
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}
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protected virtual void OnHeldViewRemoving(Node3D heldView)
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{
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}
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protected virtual void OnPresentationChanged(IItemInstance item)
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{
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}
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private void RegisterWithAvailableWorld()
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{
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foreach (Node node in GetTree().GetNodesInGroup(ItemWorldController.RegistryGroup))
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{
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if (node is ItemWorldController registry)
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{
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registry.Register(this);
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return;
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}
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}
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}
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}
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