Added Player Framework and some commands
This commit is contained in:
parent
22108bb58d
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2fca1281a7
29
Scripts/PlayerSystem/Item.cs
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29
Scripts/PlayerSystem/Item.cs
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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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1
Scripts/PlayerSystem/Item.cs.uid
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1
Scripts/PlayerSystem/Item.cs.uid
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@ -0,0 +1 @@
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uid://dvyff657dfv87
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121
Scripts/PlayerSystem/Player.cs
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121
Scripts/PlayerSystem/Player.cs
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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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1
Scripts/PlayerSystem/Player.cs.uid
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1
Scripts/PlayerSystem/Player.cs.uid
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uid://cx4q1u5whnn7m
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@ -1,4 +1,4 @@
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<Project Sdk="Godot.NET.Sdk/4.6.1">
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<Project Sdk="Godot.NET.Sdk/4.6.2">
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<PropertyGroup>
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<PropertyGroup>
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<TargetFramework>net8.0</TargetFramework>
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<TargetFramework>net8.0</TargetFramework>
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<TargetFramework Condition=" '$(GodotTargetPlatform)' == 'android' ">net9.0</TargetFramework>
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<TargetFramework Condition=" '$(GodotTargetPlatform)' == 'android' ">net9.0</TargetFramework>
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7
TextRPG.csproj.old
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7
TextRPG.csproj.old
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<Project Sdk="Godot.NET.Sdk/4.6.1">
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<PropertyGroup>
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<TargetFramework>net8.0</TargetFramework>
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<TargetFramework Condition=" '$(GodotTargetPlatform)' == 'android' ">net9.0</TargetFramework>
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<EnableDynamicLoading>true</EnableDynamicLoading>
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</PropertyGroup>
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</Project>
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@ -15,6 +15,11 @@ namespace TextRPG.Commands
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RegisterCommand(new HelpCommand());
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RegisterCommand(new HelpCommand());
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RegisterCommand(new ClearCommand());
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RegisterCommand(new ClearCommand());
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RegisterCommand(new TimeCommand());
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RegisterCommand(new TimeCommand());
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RegisterCommand(new StatusCommand());
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RegisterCommand(new InventoryCommand());
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RegisterCommand(new TakeCommand());
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RegisterCommand(new DropCommand());
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RegisterCommand(new HealCommand());
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}
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}
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33
commands/DropCommand.cs
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33
commands/DropCommand.cs
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// DropCommand.cs
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using System;
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using TextRPG.PlayerSystem;
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namespace TextRPG.Commands
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{
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public class DropCommand : Command
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{
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public override string Name => "drop";
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public override string Description => "Removes an item from your inventory.";
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public override string Usage => "drop <item_name>";
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public override void Execute(string[] args, Action<string> outputCallback)
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{
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if (args.Length == 0)
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{
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outputCallback($"Usage: {Usage}");
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return;
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}
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string itemName = string.Join(" ", args);
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var item = Player.Instance.GetItem(itemName);
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if (item == null)
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{
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outputCallback($"You don't have '{itemName}'.");
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return;
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}
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Player.Instance.RemoveItem(item);
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outputCallback($"You dropped: {itemName}.");
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}
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}
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}
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1
commands/DropCommand.cs.uid
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1
commands/DropCommand.cs.uid
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uid://bfa36j6ca7bj6
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26
commands/HealCommand.cs
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26
commands/HealCommand.cs
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// HealCommand.cs
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using System;
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using TextRPG.PlayerSystem;
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namespace TextRPG.Commands
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{
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public class HealCommand : Command
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{
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public override string Name => "heal";
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public override string Description => "Heals the player by a given amount (max 50).";
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public override string Usage => "heal <amount>";
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public override void Execute(string[] args, Action<string> outputCallback)
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{
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if (args.Length == 0 || !int.TryParse(args[0], out int amount))
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{
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outputCallback($"Usage: {Usage}");
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return;
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}
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amount = Math.Min(amount, 50);
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Player.Instance.Heal(amount);
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outputCallback($"You healed {amount} HP. Current health: {Player.Instance.CurrentHealth}/{Player.Instance.MaxHealth}");
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}
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}
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}
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1
commands/HealCommand.cs.uid
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1
commands/HealCommand.cs.uid
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uid://crubvxtr4u1ya
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18
commands/InventoryCommand.cs
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18
commands/InventoryCommand.cs
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// InventoryCommand.cs
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using System;
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using TextRPG.PlayerSystem;
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namespace TextRPG.Commands
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{
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public class InventoryCommand : Command
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{
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public override string Name => "inventory";
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public override string Description => "Lists all items in your inventory.";
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public override string Usage => "inventory";
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public override void Execute(string[] args, Action<string> outputCallback)
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{
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outputCallback(Player.Instance.GetInventoryString());
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}
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}
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}
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1
commands/InventoryCommand.cs.uid
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1
commands/InventoryCommand.cs.uid
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uid://c2m6vnugsmxgg
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24
commands/StatusCommand.cs
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24
commands/StatusCommand.cs
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using System;
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using TextRPG.PlayerSystem;
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namespace TextRPG.Commands
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{
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public class StatusCommand : Command
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{
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public override string Name => "status";
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public override string Description => "Shows player status (health, attributes, inventory count).";
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public override string Usage => "status";
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public override void Execute(string[] args, Action<string> outputCallback)
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{
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// Use the singleton instance directly
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var player = Player.Instance;
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if (player == null)
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{
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outputCallback("Player system not initialized.");
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return;
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}
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outputCallback(player.GetStatusString());
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}
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}
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}
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1
commands/StatusCommand.cs.uid
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1
commands/StatusCommand.cs.uid
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uid://c2ig5hu00nyql
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28
commands/TakeCommand.cs
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28
commands/TakeCommand.cs
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// TakeCommand.cs
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using System;
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using TextRPG.PlayerSystem;
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namespace TextRPG.Commands
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{
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public class TakeCommand : Command
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{
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public override string Name => "take";
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public override string Description => "Picks up an item from the current location.";
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public override string Usage => "take <item_name>";
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public override void Execute(string[] args, Action<string> outputCallback)
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{
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if (args.Length == 0)
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{
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outputCallback($"Usage: {Usage}");
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return;
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}
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string itemName = string.Join(" ", args);
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// For demo, create a predefined item. In a real game, you'd fetch from the current room/zone.
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var item = new Item(itemName, "A mysterious object.", 10, "misc");
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Player.Instance.AddItem(item);
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outputCallback($"You picked up: {itemName}.");
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}
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}
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}
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1
commands/TakeCommand.cs.uid
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1
commands/TakeCommand.cs.uid
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uid://b6trmclox3caa
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@ -15,6 +15,10 @@ run/main_scene="uid://cpbeaf3bpe42v"
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config/features=PackedStringArray("4.6", "C#", "Forward Plus")
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config/features=PackedStringArray("4.6", "C#", "Forward Plus")
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config/icon="res://icon.svg"
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config/icon="res://icon.svg"
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[autoload]
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Player="*uid://cx4q1u5whnn7m"
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[dotnet]
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[dotnet]
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project/assembly_name="TextRPG"
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project/assembly_name="TextRPG"
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@ -1,10 +1,14 @@
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using Godot;
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using Godot;
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using TextRPG.Commands; // Add this to access ConsoleManager
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using TextRPG.Commands;
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using TextRPG.PlayerSystem;
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public partial class ConsoleUI : CanvasLayer
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public partial class ConsoleUI : CanvasLayer
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{
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{
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private Player player;
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// UI Elements
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// UI Elements
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private RichTextLabel consoleOutput;
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private RichTextLabel consoleOutput;
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private LineEdit consoleInput;
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private LineEdit consoleInput;
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@ -58,6 +62,31 @@ public partial class ConsoleUI : CanvasLayer
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// Display welcome message
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// Display welcome message
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DisplayWelcomeMessage();
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DisplayWelcomeMessage();
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player = GetNode<Player>("/root/Player");
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if (player != null)
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{
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player.HealthChanged += OnPlayerHealthChanged;
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player.PlayerDied += OnPlayerDied;
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player.InventoryChanged += OnInventoryChanged;
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}
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}
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private void OnPlayerHealthChanged(int current, int max)
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{
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AddToConsole($"[color=orange]Health changed: {current}/{max}[/color]");
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}
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private void OnPlayerDied()
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{
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AddToConsole("[color=red]You have died... Game Over.[/color]");
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// Optionally disable input or reload
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}
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private void OnInventoryChanged()
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{
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// Optional: show a subtle message or nothing – you decide
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// AddToConsole("[dim]Inventory updated.[/dim]");
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}
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}
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private void SetupConsole()
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private void SetupConsole()
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