feat(items): add chest-return priority to HoldableItem and GameState v3 chest states

- HoldableItem._try_return_to_chest() snaps item back if within CHEST_RETURN_RADIUS (80px)
- _on_drag_released checks chest return before hand-slot fallback
- OutfitItem._on_drag_released checks chest return before outfit/hand-slot logic
- GameState: _chest_states dict + get/set/clear_chest_state methods
- GameState.get_save_data() bumped to version 3, includes chest_states
- GameState.apply_save_data() restores chest_states from save data
This commit is contained in:
Steven Wroblewski
2026-05-09 01:09:47 +02:00
parent 4f1766834a
commit 96ec053331
5 changed files with 102 additions and 2 deletions
+12
View File
@@ -7,6 +7,7 @@ signal item_picked_up(item: HoldableItem)
signal item_placed(item: HoldableItem)
const HAND_SLOT_RADIUS: float = 60.0
const CHEST_RETURN_RADIUS: float = 80.0
@export var item_id: String = ""
@@ -27,6 +28,8 @@ func _on_drag_picked_up(_pos: Vector2) -> void:
func _on_drag_released(_pos: Vector2) -> void:
if _try_return_to_chest():
return
var result: Array = _find_nearest_free_hand_slot()
if not result.is_empty():
var character: Character = result[0] as Character
@@ -35,6 +38,15 @@ func _on_drag_released(_pos: Vector2) -> void:
item_placed.emit(self)
func _try_return_to_chest() -> bool:
if home_chest == null:
return false
if global_position.distance_to(home_chest.global_position) >= CHEST_RETURN_RADIUS:
return false
(home_chest as RoomChest).receive_item(self)
return true
func is_in_hand_slot() -> bool:
var p: Node = get_parent()
if p == null:
+2
View File
@@ -10,6 +10,8 @@ const OUTFIT_APPLY_RADIUS: float = 80.0
func _on_drag_released(_pos: Vector2) -> void:
if _try_return_to_chest():
return
var character: Character = _find_nearest_character()
if character != null:
character.apply_outfit_item(outfit_layer, item_id, outfit_sprite, self)