Erase all references to use_from_inventory_only
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@@ -55,63 +55,50 @@ func _get_event_to_queue(
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or combine_with):
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# or (combine_with && action in combine_with.node.combine_when_selected_action_is_in)):
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# Check if object must be in inventory to be used
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if target.node.use_from_inventory_only:
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if escoria.inventory_manager.inventory_has(target.global_id):
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# Player has item in inventory, we check the element to use on
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if combine_with:
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var target_event = "%s %s" % [
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action,
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combine_with.global_id
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]
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var combine_with_event = "%s %s" % [
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action,
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target.global_id
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]
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# Player has item in inventory, we check the element to use on
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if escoria.inventory_manager.inventory_has(target.global_id):
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if combine_with:
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var target_event = "%s %s" % [
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action,
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combine_with.global_id
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]
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var combine_with_event = "%s %s" % [
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action,
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target.global_id
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]
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if target.events.has(target_event):
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event_to_return = target.events[target_event]
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elif combine_with.events.has(combine_with_event)\
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and not combine_with.node.combine_is_one_way:
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if target.events.has(target_event):
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event_to_return = target.events[target_event]
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elif combine_with.events.has(combine_with_event)\
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and not combine_with.node.combine_is_one_way:
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event_to_return = combine_with.events[combine_with_event]
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event_to_return = combine_with.events[combine_with_event]
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else:
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# Check to see if there isn't a "fallback" action to
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# run before we declare this a failure.
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if escoria.action_default_script \
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and escoria.action_default_script.events.has(action):
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event_to_return = escoria.action_default_script.events[action]
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else:
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# Check to see if there isn't a "fallback" action to
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# run before we declare this a failure.
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if escoria.action_default_script \
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and escoria.action_default_script.events.has(action):
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event_to_return = escoria.action_default_script.events[action]
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else:
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var errors = [
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"Attempted to execute action %s between item %s and item %s" % [
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action,
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target.global_id,
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combine_with.global_id
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]
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var errors = [
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"Attempted to execute action %s between item %s and item %s" % [
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action,
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target.global_id,
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combine_with.global_id
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]
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]
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if combine_with.node.combine_is_one_way:
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errors.append(
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("Reason: %s's item interaction " + \
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"is one-way.") % combine_with.global_id
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)
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escoria.logger.warn(
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self,
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"Invalid action: " + str(errors)
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if combine_with.node.combine_is_one_way:
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errors.append(
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("Reason: %s's item interaction " + \
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"is one-way.") % combine_with.global_id
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)
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else:
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escoria.logger.warn(
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self,
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"Invalid action on item: " +
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"Trying to run action %s on object %s, " %
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[
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action,
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target.node.global_id
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]
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+ "but item must be in inventory."
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)
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escoria.logger.warn(
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self,
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"Invalid action: " + str(errors)
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)
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else:
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if target.events.has(action):
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event_to_return = target.events[action]
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@@ -221,12 +208,7 @@ func perform_inputevent_on_object(
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current_target
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)
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else:
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# Check if object must be in inventory to be used and update
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# action state if necessary
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if obj.node.use_from_inventory_only and \
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escoria.inventory_manager.inventory_has(obj.global_id) and \
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need_combine:
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if need_combine:
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# We're missing a target here for our tool to be used on
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current_tool = obj
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set_action_input_state(
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