feat: reloading withdraws ammo from inventory

This commit is contained in:
Sara 2025-08-10 16:37:02 +02:00
parent a2035e0db0
commit ed85b557a7
8 changed files with 92 additions and 17 deletions

View file

@ -6,6 +6,7 @@ class AnimationPlayer;
class PlayerCamera;
class PlayerBody;
class PlayerInput;
class WeaponInventory;
class WeaponBase : public Node3D {
GDCLASS(WeaponBase, Node3D);
@ -22,6 +23,8 @@ public:
AnimationPlayer *get_anim() const;
PlayerInput *get_input() const;
PlayerCamera *get_camera() const;
WeaponInventory *get_inventory() const;
void _set_inventory(WeaponInventory *inventory);
void set_body(PlayerBody *body);
PlayerBody *get_body() const;
@ -32,8 +35,7 @@ public:
int get_loaded_ammo() const;
bool try_use_ammo(int amount = 1);
bool ammo_empty() const;
void reload_full();
void reload_num(int num);
void reload_num(int num); // !< Increase loaded_ammo by num up to a maximum of max_ammo. NOTE: this will _not_ check if the ammo is available. And assumes that the ammo was already subtracted from the weapon inventory's store.
virtual bool allows_running() const { return false; }
virtual bool allows_jumping() const { return true; }
@ -44,6 +46,7 @@ private:
AnimationPlayer *anim{ nullptr };
PlayerCamera *camera{ nullptr };
PlayerBody *body{ nullptr };
WeaponInventory *inventory{ nullptr };
int loaded_ammo{ 0 };
int max_ammo{ 1 };