Added wardrobe
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// © 2025 Naked People Team. All Rights Reserved.
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#include "InventorySubsystem.h"
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#include "Kismet/GameplayStatics.h"
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#include "NakedDesire/Clothing/ClothingItemDefinition.h"
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#include "NakedDesire/Clothing/ClothingItemInstance.h"
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#include "NakedDesire/Clothing/ClothingManager.h"
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#include "NakedDesire/Items/ItemInstance.h"
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#include "NakedDesire/Player/NakedDesireCharacter.h"
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#include "NakedDesire/SaveGame/GlobalSaveGameData.h"
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#include "NakedDesire/SaveGame/ItemSaveRecord.h"
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#include "NakedDesire/SaveGame/SaveSubsystem.h"
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const TArray<TObjectPtr<UItemInstance>>& UInventorySubsystem::GetWardrobeItems()
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{
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EnsureHydrated();
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return WardrobeItems;
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}
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void UInventorySubsystem::AddToWardrobe(UItemInstance* Item)
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{
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EnsureHydrated();
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StoreItem(Item);
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OnWardrobeChanged.Broadcast();
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}
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void UInventorySubsystem::RemoveFromWardrobe(UItemInstance* Item)
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{
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EnsureHydrated();
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UnstoreItem(Item);
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OnWardrobeChanged.Broadcast();
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}
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void UInventorySubsystem::EquipFromWardrobe(UItemInstance* Item)
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{
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EnsureHydrated();
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UClothingItemInstance* Clothing = Cast<UClothingItemInstance>(Item);
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if (!Clothing || !Clothing->GetClothingItemDefinition())
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return;
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UClothingManager* ClothingManager = GetPlayerClothingManager();
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if (!ClothingManager)
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return;
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const EClothingSlotType SlotType = Clothing->GetClothingItemDefinition()->SlotType;
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// Return the current occupant of the target slot to the wardrobe (never drop it to the world).
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if (UClothingItemInstance* Occupant = ClothingManager->GetSlotClothing(SlotType))
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{
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ClothingManager->RemoveClothing(SlotType);
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StoreItem(Occupant);
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}
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// Bodysuit exclusion (§6.5): vacate conflicting slots back into the wardrobe.
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for (const EClothingSlotType ExcludedSlot : UClothingManager::GetBodysuitExcludedSlots(SlotType))
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{
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if (UClothingItemInstance* Excluded = ClothingManager->GetSlotClothing(ExcludedSlot))
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{
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ClothingManager->RemoveClothing(ExcludedSlot);
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StoreItem(Excluded);
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}
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}
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UnstoreItem(Clothing);
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ClothingManager->EquipSlot(Clothing);
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OnWardrobeChanged.Broadcast();
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}
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void UInventorySubsystem::UnequipToWardrobe(UItemInstance* Item)
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{
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EnsureHydrated();
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UClothingItemInstance* Clothing = Cast<UClothingItemInstance>(Item);
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if (!Clothing || !Clothing->GetClothingItemDefinition())
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return;
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UClothingManager* ClothingManager = GetPlayerClothingManager();
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if (!ClothingManager)
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return;
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UClothingItemInstance* Removed = ClothingManager->RemoveClothing(Clothing->GetClothingItemDefinition()->SlotType);
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if (!Removed)
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return;
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StoreItem(Removed);
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OnWardrobeChanged.Broadcast();
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}
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void UInventorySubsystem::EnsureHydrated()
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{
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UGlobalSaveGameData* Save = GetSave();
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if (!Save)
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return;
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// Re-hydrate only when the underlying save object changes (fresh game / load game).
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if (HydratedSave.Get() == Save)
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return;
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HydratedSave = Save;
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WardrobeItems.Reset();
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for (const FItemSaveRecord& Record : Save->GetWardrobeItems())
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{
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if (UItemInstance* Instance = UItemInstance::CreateFromRecord(this, Record))
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WardrobeItems.Add(Instance);
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}
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}
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void UInventorySubsystem::StoreItem(UItemInstance* Item)
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{
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if (!Item || WardrobeItems.Contains(Item))
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return;
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WardrobeItems.Add(Item);
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if (UGlobalSaveGameData* Save = GetSave())
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Save->AddWardrobeItem(Item);
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}
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void UInventorySubsystem::UnstoreItem(UItemInstance* Item)
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{
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if (!Item)
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return;
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WardrobeItems.Remove(Item);
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if (UGlobalSaveGameData* Save = GetSave())
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Save->RemoveWardrobeItem(Item);
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}
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UClothingManager* UInventorySubsystem::GetPlayerClothingManager() const
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{
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const ANakedDesireCharacter* Player = Cast<ANakedDesireCharacter>(UGameplayStatics::GetPlayerCharacter(GetGameInstance(), 0));
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return Player ? Player->ClothingManager : nullptr;
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}
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UGlobalSaveGameData* UInventorySubsystem::GetSave() const
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{
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USaveSubsystem* SaveSubsystem = GetGameInstance() ? GetGameInstance()->GetSubsystem<USaveSubsystem>() : nullptr;
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return SaveSubsystem ? SaveSubsystem->GetCurrentSave() : nullptr;
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}
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