Adding Kenney UI and item management
Deploy Promiscuity Auth API / deploy (push) Successful in 48s
Deploy Promiscuity Character API / deploy (push) Successful in 47s
Deploy Promiscuity Inventory API / deploy (push) Successful in 59s
Deploy Promiscuity Locations API / deploy (push) Successful in 46s
k8s smoke test / test (push) Successful in 10s
Deploy Promiscuity Auth API / deploy (push) Successful in 48s
Deploy Promiscuity Character API / deploy (push) Successful in 47s
Deploy Promiscuity Inventory API / deploy (push) Successful in 59s
Deploy Promiscuity Locations API / deploy (push) Successful in 46s
k8s smoke test / test (push) Successful in 10s
This commit is contained in:
@@ -1,8 +1,11 @@
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extends Node3D
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extends Node3D
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const CHARACTER_API_URL := "https://pchar.ranaze.com/api/Characters"
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const LOCATION_API_URL := "https://ploc.ranaze.com/api/Locations"
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const INVENTORY_API_URL := "https://pinv.ranaze.com/api/inventory"
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const START_SCREEN_SCENE := "res://scenes/UI/start_screen.tscn"
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const SETTINGS_SCENE := "res://scenes/UI/Settings.tscn"
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const CHARACTER_SLOT_COUNT := 6
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@export var tile_size := 8.0
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@export var block_height := 1.0
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@@ -19,8 +22,16 @@ const INVENTORY_API_URL := "https://pinv.ranaze.com/api/inventory"
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@onready var _player: RigidBody3D = $Player
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@onready var _camera: Camera3D = $Player/Camera3D
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@onready var _player_visual: Node3D = $Player/TestCharAnimated
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var _center_coord := Vector2i.ZERO
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@onready var _pause_menu: CanvasLayer = $PauseMenu
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@onready var _inventory_menu: CanvasLayer = $InventoryMenu
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@onready var _inventory_location_label: Label = $InventoryMenu/MarginContainer/Panel/VBoxContainer/CurrentLocationLabel
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@onready var _character_items_list: ItemList = $InventoryMenu/MarginContainer/Panel/VBoxContainer/Columns/CharacterPanel/VBoxContainer/CharacterItems
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@onready var _ground_items_list: ItemList = $InventoryMenu/MarginContainer/Panel/VBoxContainer/Columns/GroundPanel/VBoxContainer/GroundItems
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@onready var _target_slot_spin_box: SpinBox = $InventoryMenu/MarginContainer/Panel/VBoxContainer/ControlsPanel/VBoxContainer/ControlsRow/TargetSlotSpinBox
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@onready var _quantity_spin_box: SpinBox = $InventoryMenu/MarginContainer/Panel/VBoxContainer/ControlsPanel/VBoxContainer/ControlsRow/QuantitySpinBox
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@onready var _inventory_status_label: Label = $InventoryMenu/MarginContainer/Panel/VBoxContainer/ControlsPanel/VBoxContainer/StatusLabel
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var _center_coord := Vector2i.ZERO
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var _tiles_root: Node3D
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var _tracked_node: Node3D
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var _tile_nodes: Dictionary = {}
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@@ -36,6 +47,10 @@ var _queued_coord_sync: Variant = null
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var _locations_refresh_in_flight := false
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var _queued_locations_refresh := false
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var _interact_in_flight := false
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var _inventory_request_in_flight := false
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var _character_inventory_items: Array = []
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var _selected_character_item_id := ""
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var _selected_ground_item_id := ""
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func _ready() -> void:
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@@ -64,10 +79,12 @@ func _ready() -> void:
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_activate_player_after_load()
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func _process(_delta: float) -> void:
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if not _locations_loaded:
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return
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var target_world_pos := _get_stream_position()
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func _process(_delta: float) -> void:
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if not _locations_loaded:
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return
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if _inventory_menu.visible:
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return
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var target_world_pos := _get_stream_position()
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var target_coord := _world_to_coord(target_world_pos)
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if target_coord == _center_coord:
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return
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@@ -76,8 +93,26 @@ func _process(_delta: float) -> void:
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_queue_locations_refresh()
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func _input(event: InputEvent) -> void:
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if event.is_action_pressed("player_phone"):
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if get_tree().paused:
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return
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_toggle_inventory_menu()
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get_viewport().set_input_as_handled()
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func _unhandled_input(event: InputEvent) -> void:
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if event.is_action_pressed("ui_cancel") and _inventory_menu.visible:
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_close_inventory_menu()
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get_viewport().set_input_as_handled()
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return
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if event.is_action_pressed("ui_cancel"):
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_toggle_pause_menu()
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get_viewport().set_input_as_handled()
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return
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if event.is_action_pressed("interact"):
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if get_tree().paused or _inventory_menu.visible:
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return
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_try_interact_current_tile()
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@@ -126,6 +161,88 @@ func _activate_player_after_load() -> void:
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_player.freeze = false
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if _player_visual:
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_player_visual.visible = true
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func _toggle_pause_menu() -> void:
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if _pause_menu == null:
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return
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if get_tree().paused:
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_resume_game()
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else:
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_pause_game()
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func _pause_game() -> void:
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if _inventory_menu.visible:
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_close_inventory_menu()
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get_tree().paused = true
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_pause_menu.visible = true
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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func _resume_game() -> void:
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get_tree().paused = false
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_pause_menu.visible = false
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED if not _inventory_menu.visible else Input.MOUSE_MODE_VISIBLE)
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func _toggle_inventory_menu() -> void:
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if _inventory_menu.visible:
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_close_inventory_menu()
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return
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_open_inventory_menu()
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func _open_inventory_menu() -> void:
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if _character_id.is_empty():
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return
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_inventory_menu.visible = true
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_inventory_status_label.text = "Loading inventory..."
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_set_player_menu_lock(true)
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_update_inventory_location_label()
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_refresh_inventory_menu_data()
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func _close_inventory_menu() -> void:
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_inventory_menu.visible = false
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_inventory_status_label.text = ""
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_selected_character_item_id = ""
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_selected_ground_item_id = ""
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_character_items_list.deselect_all()
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_ground_items_list.deselect_all()
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_set_player_menu_lock(false)
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func _set_player_menu_lock(locked: bool) -> void:
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if _player == null:
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return
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if locked:
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_player.freeze = true
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_player.sleeping = true
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_player.linear_velocity = Vector3.ZERO
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_player.angular_velocity = Vector3.ZERO
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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return
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_player.sleeping = false
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_player.freeze = false
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if not get_tree().paused:
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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func _on_pause_continue_pressed() -> void:
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_resume_game()
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func _on_pause_settings_pressed() -> void:
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_resume_game()
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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get_tree().change_scene_to_file(SETTINGS_SCENE)
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func _on_pause_main_menu_pressed() -> void:
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_resume_game()
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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get_tree().change_scene_to_file(START_SCREEN_SCENE)
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func _rebuild_tiles(center: Vector2i) -> void:
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@@ -361,6 +478,332 @@ func _build_floor_inventory_label(floor_items: Array) -> String:
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if floor_items.size() > parts.size():
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label += " ..."
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return label
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func _update_inventory_location_label() -> void:
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if _inventory_location_label == null:
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return
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var location_data := _get_location_data(_center_coord)
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var location_name := String(location_data.get("name", "Unknown Location")).strip_edges()
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_inventory_location_label.text = "%s (%d,%d)" % [location_name, _center_coord.x, _center_coord.y]
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func _refresh_inventory_menu_data() -> void:
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if _inventory_request_in_flight:
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return
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_refresh_inventory_menu_data_async()
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func _refresh_inventory_menu_data_async() -> void:
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_inventory_request_in_flight = true
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_update_inventory_location_label()
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_character_inventory_items = await _fetch_character_inventory()
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var location_id := _get_current_location_id()
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if not location_id.is_empty():
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await _refresh_location_inventory(location_id)
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_render_inventory_menu()
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_inventory_request_in_flight = false
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func _render_inventory_menu() -> void:
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var current_character_selection := _selected_character_item_id
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var current_ground_selection := _selected_ground_item_id
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_character_items_list.clear()
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var slot_map := {}
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for item_variant in _character_inventory_items:
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if typeof(item_variant) != TYPE_DICTIONARY:
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continue
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var item := item_variant as Dictionary
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var slot_value: Variant = item.get("slot", null)
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if typeof(slot_value) == TYPE_NIL:
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continue
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slot_map[int(slot_value)] = item
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for slot_index in range(CHARACTER_SLOT_COUNT):
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var text := "Slot %d: (empty)" % slot_index
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var metadata: Dictionary = {}
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if slot_map.has(slot_index):
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var slot_item := slot_map[slot_index] as Dictionary
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text = "Slot %d: %s x%d" % [
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slot_index,
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String(slot_item.get("itemKey", "")).strip_edges(),
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int(slot_item.get("quantity", 0))
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]
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metadata = slot_item
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_character_items_list.add_item(text)
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_character_items_list.set_item_metadata(slot_index, metadata)
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if not current_character_selection.is_empty() and String(metadata.get("itemId", metadata.get("id", ""))).strip_edges() == current_character_selection:
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_character_items_list.select(slot_index)
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_ground_items_list.clear()
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var floor_items := _get_current_floor_items()
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for index in range(floor_items.size()):
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var floor_item := floor_items[index] as Dictionary
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var floor_text := "%s x%d" % [
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String(floor_item.get("itemKey", "")).strip_edges(),
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int(floor_item.get("quantity", 0))
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]
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_ground_items_list.add_item(floor_text)
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_ground_items_list.set_item_metadata(index, floor_item)
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if not current_ground_selection.is_empty() and String(floor_item.get("itemId", floor_item.get("id", ""))).strip_edges() == current_ground_selection:
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_ground_items_list.select(index)
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_update_inventory_controls()
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func _update_inventory_controls() -> void:
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var selected_item := _get_selected_inventory_item()
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var max_quantity := 1
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if not selected_item.is_empty():
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max_quantity = max(1, int(selected_item.get("quantity", 1)))
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if _selected_ground_item_id == String(selected_item.get("itemId", selected_item.get("id", ""))).strip_edges():
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_target_slot_spin_box.value = float(_default_slot_for_item(selected_item))
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_quantity_spin_box.max_value = float(max_quantity)
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if int(_quantity_spin_box.value) > max_quantity:
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_quantity_spin_box.value = float(max_quantity)
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if int(_quantity_spin_box.value) < 1:
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_quantity_spin_box.value = 1.0
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func _get_selected_inventory_item() -> Dictionary:
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if not _selected_character_item_id.is_empty():
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return _find_item_by_id(_character_inventory_items, _selected_character_item_id)
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if not _selected_ground_item_id.is_empty():
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return _find_item_by_id(_get_current_floor_items(), _selected_ground_item_id)
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return {}
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func _find_item_by_id(items: Array, item_id: String) -> Dictionary:
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for item_variant in items:
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if typeof(item_variant) != TYPE_DICTIONARY:
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continue
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var item := item_variant as Dictionary
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if String(item.get("itemId", item.get("id", ""))).strip_edges() == item_id:
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return item
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return {}
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func _get_current_location_id() -> String:
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var location_data := _get_location_data(_center_coord)
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return String(location_data.get("id", "")).strip_edges()
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func _get_current_floor_items() -> Array:
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var location_data := _get_location_data(_center_coord)
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return location_data.get("floorItems", [])
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func _default_slot_for_item(item: Dictionary) -> int:
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var item_key := String(item.get("itemKey", "")).strip_edges()
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for existing_variant in _character_inventory_items:
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if typeof(existing_variant) != TYPE_DICTIONARY:
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continue
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var existing := existing_variant as Dictionary
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if String(existing.get("itemKey", "")).strip_edges() != item_key:
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continue
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return int(existing.get("slot", 0))
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return _first_open_character_slot()
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func _first_open_character_slot() -> int:
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var used_slots := {}
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for item_variant in _character_inventory_items:
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if typeof(item_variant) != TYPE_DICTIONARY:
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continue
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var item := item_variant as Dictionary
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var slot_value: Variant = item.get("slot", null)
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if typeof(slot_value) == TYPE_NIL:
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continue
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used_slots[int(slot_value)] = true
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for slot_index in range(CHARACTER_SLOT_COUNT):
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if not used_slots.has(slot_index):
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return slot_index
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return 0
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func _on_character_items_selected(index: int) -> void:
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var metadata: Variant = _character_items_list.get_item_metadata(index)
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_selected_ground_item_id = ""
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_ground_items_list.deselect_all()
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if typeof(metadata) != TYPE_DICTIONARY or (metadata as Dictionary).is_empty():
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_selected_character_item_id = ""
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else:
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var item := metadata as Dictionary
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_selected_character_item_id = String(item.get("itemId", item.get("id", ""))).strip_edges()
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_target_slot_spin_box.value = float(int(item.get("slot", 0)))
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_update_inventory_controls()
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func _on_ground_items_selected(index: int) -> void:
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var metadata: Variant = _ground_items_list.get_item_metadata(index)
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_selected_character_item_id = ""
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_character_items_list.deselect_all()
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if typeof(metadata) != TYPE_DICTIONARY or (metadata as Dictionary).is_empty():
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_selected_ground_item_id = ""
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else:
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var item := metadata as Dictionary
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_selected_ground_item_id = String(item.get("itemId", item.get("id", ""))).strip_edges()
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_target_slot_spin_box.value = float(_default_slot_for_item(item))
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_update_inventory_controls()
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func _on_inventory_move_pressed() -> void:
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if _selected_character_item_id.is_empty():
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_inventory_status_label.text = "Select a character item first."
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return
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var to_slot := int(_target_slot_spin_box.value)
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var quantity := int(_quantity_spin_box.value)
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_move_character_item_async(_selected_character_item_id, to_slot, quantity)
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func _on_inventory_drop_pressed() -> void:
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if _selected_character_item_id.is_empty():
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_inventory_status_label.text = "Select a character item to drop."
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return
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var location_id := _get_current_location_id()
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if location_id.is_empty():
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_inventory_status_label.text = "Current location is missing an id."
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return
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var quantity := int(_quantity_spin_box.value)
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_transfer_item_async(_selected_character_item_id, "character", _character_id, "location", location_id, null, quantity, "Dropped item.")
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func _on_inventory_pickup_pressed() -> void:
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if _selected_ground_item_id.is_empty():
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_inventory_status_label.text = "Select a ground item to pick up."
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return
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var location_id := _get_current_location_id()
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if location_id.is_empty():
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_inventory_status_label.text = "Current location is missing an id."
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return
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var quantity := int(_quantity_spin_box.value)
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var to_slot := int(_target_slot_spin_box.value)
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_transfer_item_async(_selected_ground_item_id, "location", location_id, "character", _character_id, to_slot, quantity, "Picked up item.")
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func _on_inventory_refresh_pressed() -> void:
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_inventory_status_label.text = "Refreshing..."
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_refresh_inventory_menu_data()
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func _on_inventory_close_pressed() -> void:
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_close_inventory_menu()
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func _move_character_item_async(item_id: String, to_slot: int, quantity: int) -> void:
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if _inventory_request_in_flight:
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return
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_inventory_request_in_flight = true
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_inventory_status_label.text = "Moving item..."
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var request := HTTPRequest.new()
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add_child(request)
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var headers := PackedStringArray()
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if not AuthState.access_token.is_empty():
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headers.append("Authorization: Bearer %s" % AuthState.access_token)
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headers.append("Content-Type: application/json")
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var body := JSON.stringify({
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"itemId": item_id,
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"toSlot": to_slot,
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"quantity": quantity
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})
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var err := request.request("%s/by-owner/character/%s/move" % [INVENTORY_API_URL, _character_id], headers, HTTPClient.METHOD_POST, body)
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if err != OK:
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request.queue_free()
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_inventory_status_label.text = "Move request failed."
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_inventory_request_in_flight = false
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return
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var result: Array = await request.request_completed
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request.queue_free()
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_inventory_request_in_flight = false
|
||||
_handle_inventory_mutation_response(result, "Item moved.")
|
||||
|
||||
|
||||
func _transfer_item_async(item_id: String, from_owner_type: String, from_owner_id: String, to_owner_type: String, to_owner_id: String, to_slot: Variant, quantity: int, success_message: String) -> void:
|
||||
if _inventory_request_in_flight:
|
||||
return
|
||||
_inventory_request_in_flight = true
|
||||
_inventory_status_label.text = "Transferring item..."
|
||||
|
||||
var request := HTTPRequest.new()
|
||||
add_child(request)
|
||||
|
||||
var headers := PackedStringArray()
|
||||
if not AuthState.access_token.is_empty():
|
||||
headers.append("Authorization: Bearer %s" % AuthState.access_token)
|
||||
headers.append("Content-Type: application/json")
|
||||
|
||||
var payload := {
|
||||
"itemId": item_id,
|
||||
"fromOwnerType": from_owner_type,
|
||||
"fromOwnerId": from_owner_id,
|
||||
"toOwnerType": to_owner_type,
|
||||
"toOwnerId": to_owner_id,
|
||||
"quantity": quantity
|
||||
}
|
||||
if typeof(to_slot) != TYPE_NIL:
|
||||
payload["toSlot"] = int(to_slot)
|
||||
|
||||
var err := request.request("%s/transfer" % INVENTORY_API_URL, headers, HTTPClient.METHOD_POST, JSON.stringify(payload))
|
||||
if err != OK:
|
||||
request.queue_free()
|
||||
_inventory_status_label.text = "Transfer request failed."
|
||||
_inventory_request_in_flight = false
|
||||
return
|
||||
|
||||
var result: Array = await request.request_completed
|
||||
request.queue_free()
|
||||
_inventory_request_in_flight = false
|
||||
_handle_inventory_mutation_response(result, success_message)
|
||||
|
||||
|
||||
func _handle_inventory_mutation_response(result: Array, success_message: String) -> void:
|
||||
var result_code: int = result[0]
|
||||
var response_code: int = result[1]
|
||||
var response_body: String = result[3].get_string_from_utf8()
|
||||
if result_code != HTTPRequest.RESULT_SUCCESS or response_code < 200 or response_code >= 300:
|
||||
_inventory_status_label.text = "Inventory action failed."
|
||||
push_warning("Inventory action failed (%s/%s): %s" % [result_code, response_code, response_body])
|
||||
return
|
||||
|
||||
_inventory_status_label.text = success_message
|
||||
_refresh_inventory_menu_data()
|
||||
|
||||
|
||||
func _fetch_character_inventory() -> Array:
|
||||
var request := HTTPRequest.new()
|
||||
add_child(request)
|
||||
|
||||
var headers := PackedStringArray()
|
||||
if not AuthState.access_token.is_empty():
|
||||
headers.append("Authorization: Bearer %s" % AuthState.access_token)
|
||||
|
||||
var err := request.request("%s/by-owner/character/%s" % [INVENTORY_API_URL, _character_id], headers, HTTPClient.METHOD_GET)
|
||||
if err != OK:
|
||||
request.queue_free()
|
||||
push_warning("Failed to request character inventory: %s" % err)
|
||||
return []
|
||||
|
||||
var result: Array = await request.request_completed
|
||||
request.queue_free()
|
||||
|
||||
var result_code: int = result[0]
|
||||
var response_code: int = result[1]
|
||||
var response_body: String = result[3].get_string_from_utf8()
|
||||
if result_code != HTTPRequest.RESULT_SUCCESS or response_code < 200 or response_code >= 300:
|
||||
push_warning("Failed to load character inventory (%s/%s): %s" % [result_code, response_code, response_body])
|
||||
return []
|
||||
|
||||
var parsed: Variant = JSON.parse_string(response_body)
|
||||
if typeof(parsed) != TYPE_DICTIONARY:
|
||||
return []
|
||||
|
||||
var payload := parsed as Dictionary
|
||||
return _parse_floor_inventory_items(payload.get("items", []))
|
||||
|
||||
|
||||
func _ensure_selected_location_exists(coord: Vector2i) -> void:
|
||||
|
||||
Reference in New Issue
Block a user