Now items drop where you aim, and won't let you drop on a floor. But maybe one more change.
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3 changed files with 21 additions and 41 deletions
30
systems.cpp
30
systems.cpp
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@ -444,30 +444,22 @@ bool System::drop_item(GameLevel& level, Entity item) {
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auto& map = *level.map;
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auto& collision = *level.collision;
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auto player = world.get_the<Player>();
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auto player_pos = world.get<Position>(player.entity);
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auto& player_inv = world.get<inventory::Model>(player.entity);
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auto player_pos = world.get<Position>(level.player);
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// doesn't compass already avoid walls?
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for(matrix::box it{map.walls(), player_pos.location.x, player_pos.location.y, 1}; it.next();)
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{
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Position pos{it.x, it.y};
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Position pos{player_pos.aiming_at.x, player_pos.aiming_at.y};
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if(map.can_move(pos.location) && !collision.occupied(pos.location)) {
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world.set<Position>(item, pos);
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collision.insert(pos.location, item, false);
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// BUG: really there should be another system that handles loot->inv moves
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if(player_inv.has(item)) player_inv.remove(item);
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level.world->send<Events::GUI>(Events::GUI::ENTITY_SPAWN, item, {});
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level.world->not_constant(item);
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return true;
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}
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if(map.can_move(pos.location)) {
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world.set<Position>(item, pos);
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collision.insert(pos.location, item, false);
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level.world->not_constant(item);
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level.world->send<Events::GUI>(Events::GUI::ENTITY_SPAWN, item, {});
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return true;
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} else {
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return false;
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}
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return false;
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}
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// NOTE: I tink pickup and this need to be different
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// NOTE: I think pickup and this need to be different
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bool System::place_in_container(World& world, Entity cont_id, const std::string& name, Entity world_entity) {
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auto& container = world.get<inventory::Model>(cont_id);
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