Merge pull request #14 from cliffe/10-v2

10 v2
This commit is contained in:
Damian Idzinski
2025-02-08 15:32:45 +00:00
committed by GitHub

View File

@@ -1403,22 +1403,10 @@
}
const data = sprite.scenarioData;
let message = `${data.name}\n\n`;
message += `Observations: ${data.observations}\n\n`;
// Check for locked state in scenarioData
if (data.locked === true) {
console.log('Item is locked:', data);
handleUnlock(sprite, 'item');
return;
}
if (data.readable && data.text) {
message += `Text: ${data.text}\n\n`;
}
if (data.contents && data.contents.length > 0) {
message += `You found the following items:\n`;
// Check if this is an unlocked container that hasn't been collected yet
if (data.isUnlockedButNotCollected && data.contents) {
let message = `You found the following items:\n`;
data.contents.forEach(item => {
message += `- ${item.name}\n`;
});
@@ -1434,12 +1422,27 @@
addToInventory(contentSprite);
}
});
// Clear contents after adding to inventory
data.contents = [];
data.isUnlockedButNotCollected = false;
return;
}
// Check for locked state in scenarioData
if (data.locked === true) {
console.log('Item is locked:', data);
handleUnlock(sprite, 'item');
return;
}
let message = `${data.name}\n\n`;
message += `Observations: ${data.observations}\n\n`;
if (data.readable && data.text) {
message += `Text: ${data.text}\n\n`;
}
if (data.takeable) {
message += `This item can be taken\n\n`;
@@ -1836,7 +1839,7 @@
}
}
// Generic unlock function
// Modify the unlockTarget function
function unlockTarget(lockable, type, layer) {
if (type === 'door') {
if (!layer) {
@@ -1851,23 +1854,15 @@
// Set new state for containers with contents
if (lockable.scenarioData.contents) {
lockable.scenarioData.isUnlockedButNotCollected = true;
return; // Return early to prevent automatic collection
}
} else {
lockable.locked = false;
if (lockable.contents) {
lockable.isUnlockedButNotCollected = true;
return; // Return early to prevent automatic collection
}
}
// If the item has contents, make them accessible
if (lockable.scenarioData?.contents) {
lockable.scenarioData.contents.forEach(item => {
const sprite = createInventorySprite(item);
if (sprite) {
addToInventory(sprite);
}
});
}
}
}