Added Player Framework and some commands
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// Item.cs
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namespace TextRPG.PlayerSystem
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{
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public class Item
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{
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public string Name { get; set; }
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public string Description { get; set; }
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public int Value { get; set; } // e.g., healing power, sell price
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public string Type { get; set; } // "consumable", "weapon", "key", etc.
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public Item(string name, string description, int value = 0, string type = "misc")
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{
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Name = name;
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Description = description;
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Value = value;
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Type = type;
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}
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// Example: use effect (could be expanded with a delegate or virtual method)
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public virtual void Use(Player player)
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{
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if (Type == "consumable")
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{
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player.Heal(Value);
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// In a full implementation, you would also remove the item after use
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}
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}
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}
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}
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@@ -0,0 +1 @@
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uid://dvyff657dfv87
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@@ -0,0 +1,121 @@
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// Player.cs - Complete working version
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using Godot;
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using System;
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using System.Collections.Generic;
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namespace TextRPG.PlayerSystem
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{
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public partial class Player : Node
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{
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// ---------- Singleton Pattern ----------
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private static Player _instance;
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public static Player Instance => _instance;
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// ---------- Signals ----------
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[Signal]
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public delegate void HealthChangedEventHandler(int currentHealth, int maxHealth);
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[Signal]
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public delegate void PlayerDiedEventHandler();
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[Signal]
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public delegate void InventoryChangedEventHandler();
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// ---------- Attributes ----------
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public int MaxHealth { get; set; } = 100;
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private int _currentHealth;
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public int CurrentHealth
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{
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get => _currentHealth;
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set
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{
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int newHealth = Math.Clamp(value, 0, MaxHealth);
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if (_currentHealth != newHealth)
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{
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_currentHealth = newHealth;
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EmitSignal(SignalName.HealthChanged, _currentHealth, MaxHealth);
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if (_currentHealth <= 0)
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EmitSignal(SignalName.PlayerDied);
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}
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}
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}
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public int Strength { get; set; } = 10;
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public int Dexterity { get; set; } = 10;
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public int Intelligence { get; set; } = 10;
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// ---------- Inventory ----------
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public List<Item> Inventory { get; private set; } = new List<Item>();
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// ---------- Lifecycle ----------
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public override void _EnterTree()
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{
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if (_instance != null)
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{
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GD.Print("Duplicate Player instance detected. Removing.");
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QueueFree();
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}
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else
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{
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_instance = this;
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GD.Print("Player singleton initialized.");
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}
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}
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public override void _Ready()
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{
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_currentHealth = MaxHealth;
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}
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// ---------- Public Methods ----------
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public void TakeDamage(int amount)
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{
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CurrentHealth -= amount;
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}
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public void Heal(int amount)
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{
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CurrentHealth += amount;
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}
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public void AddItem(Item item)
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{
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Inventory.Add(item);
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EmitSignal(SignalName.InventoryChanged);
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}
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public bool RemoveItem(Item item)
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{
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bool removed = Inventory.Remove(item);
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if (removed)
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EmitSignal(SignalName.InventoryChanged);
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return removed;
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}
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public bool HasItem(string itemName)
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{
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return Inventory.Exists(i => i.Name.Equals(itemName, StringComparison.OrdinalIgnoreCase));
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}
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public Item GetItem(string itemName)
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{
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return Inventory.Find(i => i.Name.Equals(itemName, StringComparison.OrdinalIgnoreCase));
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}
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public string GetStatusString()
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{
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return $"Health: {CurrentHealth}/{MaxHealth}\n" +
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$"Strength: {Strength} Dexterity: {Dexterity} Intelligence: {Intelligence}\n" +
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$"Inventory: {Inventory.Count} items";
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}
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public string GetInventoryString()
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{
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if (Inventory.Count == 0)
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return "Your inventory is empty.";
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var lines = new List<string> { "=== Inventory ===" };
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foreach (var item in Inventory)
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lines.Add($"- {item.Name}: {item.Description}");
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return string.Join("\n", lines);
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}
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}
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}
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@@ -0,0 +1 @@
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uid://cx4q1u5whnn7m
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