fix(action_manager): use items, closes #111

This commit is contained in:
2025-09-02 12:47:34 +02:00
parent 4fcc62e176
commit 2c42dff6e5
2 changed files with 68 additions and 74 deletions

View File

@@ -55,20 +55,19 @@ func _get_event_to_queue(
or combine_with):
# or (combine_with && action in combine_with.node.combine_when_selected_action_is_in)):
# Check if object must be in inventory to be used
if target.node.use_from_inventory_only:
if escoria.inventory_manager.inventory_has(target.global_id):
# Player has item in inventory, we check the element to use on
if combine_with:
var do_combine = true
if combine_with.node is ESCItem \
and combine_with.node.use_from_inventory_only\
and not escoria.inventory_manager.inventory_has(
combine_with.global_id
):
do_combine = false
# Check if object is in inventory or is not required to be in inventory to be used
if escoria.inventory_manager.inventory_has(target.global_id) or not target.node.use_from_inventory_only:
# Player has item in inventory, we check the element to use on
if combine_with:
var do_combine = true
if combine_with.node is ESCItem \
and combine_with.node.use_from_inventory_only\
and not escoria.inventory_manager.inventory_has(
combine_with.global_id
):
do_combine = false
if do_combine:
if do_combine:
# var target_event = "%s %s" % [
# action,
# combine_with.global_id
@@ -78,60 +77,60 @@ func _get_event_to_queue(
# target.global_id
# ]
if _has_event_with_target(target.events, action, combine_with.global_id):
#if target.events.has(target_event):
#event_to_return = target.events[target_event]
event_to_return = target.events[action]
#elif combine_with.events.has(combine_with_event)\
elif _has_event_with_target(combine_with.events, action, target.global_id)\
and not combine_with.node.combine_is_one_way:
if _has_event_with_target(target.events, action, combine_with.global_id):
#if target.events.has(target_event):
#event_to_return = target.events[target_event]
event_to_return = target.events[action]
#elif combine_with.events.has(combine_with_event)\
elif _has_event_with_target(combine_with.events, action, target.global_id)\
and not combine_with.node.combine_is_one_way:
#event_to_return = combine_with.events[combine_with_event]
event_to_return = combine_with.events[action]
else:
# Check to see if there isn't a "fallback" action to
# run before we declare this a failure.
if escoria.action_default_script \
and escoria.action_default_script.events.has(action):
event_to_return = escoria.action_default_script.events[action]
else:
var errors = [
"Attempted to execute action '%s' between item %s and item %s" % [
action,
target.global_id,
combine_with.global_id
],
"Check that action ':%s %s' exists in the script of item '%s'" % [
action,
target.global_id,
combine_with.global_id
]
]
if combine_with.node.combine_is_one_way:
errors.append(
("Reason: %s's item interaction " + \
"is one-way.") % combine_with.global_id
)
escoria.logger.warn(
self,
"Invalid action: " + str(errors)
)
#event_to_return = combine_with.events[combine_with_event]
event_to_return = combine_with.events[action]
else:
escoria.logger.warn(
self,
"Invalid action on item: " +
(
"Trying to combine object %s with %s, "+
"but %s is not in inventory."
) % [
# Check to see if there isn't a "fallback" action to
# run before we declare this a failure.
if escoria.action_default_script \
and escoria.action_default_script.events.has(action):
event_to_return = escoria.action_default_script.events[action]
else:
var errors = [
"Attempted to execute action '%s' between item %s and item %s" % [
action,
target.global_id,
combine_with.global_id
],
"Check that action ':%s %s' exists in the script of item '%s'" % [
action,
target.global_id,
combine_with.global_id,
combine_with.global_id
]
)
]
if combine_with.node.combine_is_one_way:
errors.append(
("Reason: %s's item interaction " + \
"is one-way.") % combine_with.global_id
)
escoria.logger.warn(
self,
"Invalid action: " + str(errors)
)
else:
escoria.logger.warn(
self,
"Invalid action on item: " +
(
"Trying to combine object %s with %s, "+
"but %s is not in inventory."
) % [
target.global_id,
combine_with.global_id,
combine_with.global_id
]
)
else:
escoria.logger.warn(
self,
@@ -256,18 +255,12 @@ func perform_inputevent_on_object(
# If clicked object needs a combination, and current target is set, then perform the combination.
if need_combine and current_target:
event_to_queue = _get_event_to_queue(current_action, current_tool, current_target)
# If clicked object needs a combination but can only be used from inventory, then we need to wait
# for the target.
elif obj.node.use_from_inventory_only \
and escoria.inventory_manager.inventory_has(obj.global_id) \
and need_combine:
current_tool = obj
set_action_input_state(ACTION_INPUT_STATE.AWAITING_TARGET_ITEM)
return
# If clicked object needs a combination and doesn't require to be in inventory,
# then we need to wait for the target.
# If clicked object needs a combination then we need to wait for the target.
elif need_combine:
set_action_input_state(ACTION_INPUT_STATE.AWAITING_TARGET_ITEM)
# If object is in inventory make it current tool.
if escoria.inventory_manager.inventory_has(obj.global_id):
current_tool = obj
# If clicked object doesn't need a combination, then we simply run the action.
else:
event_to_queue = _get_event_to_queue(current_action, obj)
@@ -276,7 +269,8 @@ func perform_inputevent_on_object(
# Note that `event_to_queue` may still be null, but we do need to start the
# player walking towards the destination.
if current_action and not event_to_queue:
clear_current_action()
# MODIFIED FOR RETURN TO MONKEY UI
# clear_current_action()
action_finished.emit()
return

View File

@@ -5,4 +5,4 @@ func set_cursor(texture: Texture) -> void:
func clear_cursor():
Input.set_custom_mouse_cursor(null)
escoria.action_manager.clear_current_tool()
# escoria.action_manager.clear_current_tool()