Junk items are now transfered to your blanket so you can use them in crafting. No UI for that though.
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bc557652ba
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1a9e068d02
10 changed files with 86 additions and 53 deletions
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@ -38,7 +38,6 @@
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"foreground": [150, 100, 189],
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"background": [150, 100, 189]
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},
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{"_type": "Loot", "amount": 10},
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{"_type": "Sprite", "name": "barrel_small", "width": 256, "height": 256, "scale": 1.0},
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{"_type": "Sound", "attack": "pickup", "death": "blank"}
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],
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@ -84,7 +83,6 @@
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"foreground": [32, 123, 164],
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"background": [24, 205, 189]
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},
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{"_type": "Loot", "amount": 10},
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{"_type": "Sprite", "name": "grave_stone", "width": 256, "height": 256, "scale": 1.0},
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{"_type": "Sound", "attack": "pickup", "death": "blank"}
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]
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@ -17,14 +17,16 @@ namespace gui {
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);
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}
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DinkyECS::Entity CombatUI::make_button(std::string name, std::wstring label, Events::GUI event, int action, const std::string &icon_name,
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const std::string &sound, const std::string &effect_name)
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DinkyECS::Entity CombatUI::make_button(
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std::string name,
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Events::GUI event,
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int action,
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const std::string &icon_name,
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const std::string &sound,
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const std::string &effect_name)
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{
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(void)label;
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auto button = $gui.entity(name);
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$gui.set<Sprite>(button, {icon_name});
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// $gui.set<Rectangle>(button, {});
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// $gui.set<Label>(button, {label});
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$gui.set<Sound>(button, {sound});
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$gui.set<Effect>(button, {.duration=0.5f, .name=effect_name});
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$gui.set<Clickable>(button,
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@ -40,22 +42,21 @@ namespace gui {
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for(int slot = 0; slot < 4; slot++) {
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if(the_belt.has(slot)) {
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std::string name = fmt::format("button_{}", slot);
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std::wstring label = fmt::format(L"Attack {}", slot+1);
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auto& ritual = the_belt.get(slot);
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using enum ritual::Element;
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switch(ritual.element) {
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case FIRE:
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make_button(name, label, Events::GUI::ATTACK,
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make_button(name, Events::GUI::ATTACK,
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slot, "broken_yoyo-64", "fireball_01", "flame");
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break;
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case LIGHTNING:
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make_button(name, label, Events::GUI::ATTACK,
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make_button(name, Events::GUI::ATTACK,
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slot, "pocket_watch-64", "electric_shock_01", "lightning");
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break;
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default:
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make_button(name, label, Events::GUI::ATTACK,
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make_button(name, Events::GUI::ATTACK,
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slot, "severed_finger-64", "punch_cartoony", "ui_shader");
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}
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}
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@ -17,8 +17,8 @@ namespace gui {
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void render(sf::RenderWindow& window);
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void update_level(GameLevel &level);
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bool mouse(float x, float y, bool hover);
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DinkyECS::Entity make_button(std::string name, std::wstring label,
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Events::GUI event, int action, const std::string &icon_name,
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DinkyECS::Entity make_button(std::string name, Events::GUI event,
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int action, const std::string &icon_name,
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const std::string &sound, const std::string &effect_name);
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};
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}
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@ -14,7 +14,6 @@ namespace components {
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void configure(ComponentMap& component_map) {
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components::enroll<BossFight>(component_map);
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components::enroll<Combat>(component_map);
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components::enroll<Loot>(component_map);
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components::enroll<Position>(component_map);
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components::enroll<Weapon>(component_map);
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components::enroll<Curative>(component_map);
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@ -12,7 +12,6 @@
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#include "json_mods.hpp"
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#include "goap.hpp"
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namespace components {
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using namespace nlohmann;
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@ -31,10 +30,6 @@ namespace components {
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bool random=false;
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};
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struct Loot {
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int amount;
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};
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struct Tile {
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wchar_t display;
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std::array<uint8_t, 3> foreground;
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@ -152,7 +147,6 @@ namespace components {
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ENROLL_COMPONENT(Curative, hp);
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ENROLL_COMPONENT(LightSource, strength, radius);
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ENROLL_COMPONENT(Weapon, damage);
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ENROLL_COMPONENT(Loot, amount);
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ENROLL_COMPONENT(Position, location.x, location.y);
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ENROLL_COMPONENT(EnemyConfig, ai_script, ai_start_name, ai_goal_name);
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ENROLL_COMPONENT(Personality, hearing_distance, tough);
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@ -30,21 +30,7 @@ namespace gui {
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}
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void RitualUI::init() {
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auto& blanket = $level.world->get_the<ritual::Blanket>();
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int i = 0;
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blanket.contents.query<ritual::JunkItem>([&](const auto, auto& item) {
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std::string slot = fmt::format("inv_slot{}", i++);
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std::string sprite_name = fmt::format("{}-64", item);
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auto button = $gui.entity(slot);
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$gui.set<Sprite>(button, {sprite_name});
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$gui.set<Effect>(button, {0.4f});
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$gui.set<Sound>(button, {"ui_click"});
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$gui.set<Clickable>(button, {
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[&](auto ent, auto){ inv_slot_clicked(ent); }
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});
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});
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update_items();
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auto circle = $gui.entity("circle_area");
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$gui.set<Effect>(circle, {0.4f});
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@ -85,7 +71,8 @@ namespace gui {
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bs.sprite->setPosition({float(x), float(y)});
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}
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$engine.set_state($blanket, "has_magick", true);
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// BUG: get the actual thing they clicked on
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$engine.set_state($craft_state, "has_magick", true);
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}
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void RitualUI::reset_inv_positions() {
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@ -110,13 +97,16 @@ namespace gui {
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animation::rotate(*bs.sprite, 20.0);
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// finalize here ritual here
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$engine.plan($blanket);
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$engine.plan($craft_state);
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if($blanket.is_combined()) {
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if($craft_state.is_combined()) {
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// add it to the belt
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auto ritual = $engine.finalize($blanket);
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auto ritual = $engine.finalize($craft_state);
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// remove the items from the blanket now
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auto& the_belt = $level.world->get_the<ritual::Belt>();
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the_belt.equip(0, ritual);
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$level.world->send<Events::GUI>(Events::GUI::NEW_RITUAL, $level.player, {});
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reset_inv_positions();
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} else {
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@ -129,21 +119,42 @@ namespace gui {
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return $gui.mouse(x, y, hover);
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}
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void RitualUI::update_items() {
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auto& blanket = $level.world->get_the<ritual::Blanket>();
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int i = 0;
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blanket.contents.query<ritual::JunkItem>([&](const auto, auto& item) {
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std::string slot = fmt::format("inv_slot{}", i++);
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auto button = $gui.entity(slot);
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std::string sprite_name = fmt::format("{}-64", item);
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if($gui.has<Clickable>(button)) {
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$gui.set<Sprite>(button, {sprite_name});
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} else {
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$gui.set<Sprite>(button, {sprite_name});
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$gui.set<Effect>(button, {0.4f});
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$gui.set<Sound>(button, {"ui_click"});
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$gui.set<Clickable>(button, {
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[&](auto ent, auto){ inv_slot_clicked(ent); }
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});
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}
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});
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}
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void RitualUI::toggle() {
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using enum RitualUIState;
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if($ritual_state == OPEN) {
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$ritual_state = CLOSING;
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} else if($ritual_state == CLOSED) {
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$blanket = $engine.start();
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update_items();
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$gui.init();
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$craft_state = $engine.start();
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$ritual_state = OPENING;
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$ritual_anim.play();
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}
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}
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/* WARNING: This is really not the greatest way to do this.
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* look in status_ui.update_level()
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* */
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void RitualUI::update() {
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dbc::log("RITUAL UPDATE NOT IMPLEMENTED");
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}
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@ -19,7 +19,7 @@ namespace gui {
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sf::IntRect $ritual_closed_rect{{0,0},{380,720}};
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sf::IntRect $ritual_open_rect{{380 * 2,0},{380,720}};
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ritual::Engine $engine;
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ritual::CraftingState $blanket;
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ritual::CraftingState $craft_state;
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RitualUIState $ritual_state = RitualUIState::CLOSED;
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textures::SpriteTexture $ritual_ui;
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components::Animation $ritual_anim;
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@ -34,6 +34,7 @@ namespace gui {
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void render(sf::RenderWindow &window);
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void update();
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void update_items();
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void ritual_circle_clicked(DinkyECS::Entity ent);
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void inv_slot_clicked(DinkyECS::Entity ent);
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void reset_inv_positions();
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@ -3,7 +3,6 @@
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#include "ai.hpp"
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#include "config.hpp"
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#include "dinkyecs.hpp"
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#include "components.hpp"
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namespace ritual {
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enum class Element {
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@ -73,6 +72,10 @@ namespace ritual {
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using JunkItem = std::string;
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struct JunkPile {
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std::vector<JunkItem> contents;
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};
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struct Blanket {
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DinkyECS::World contents;
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41
systems.cpp
41
systems.cpp
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@ -140,6 +140,29 @@ void System::motion(GameLevel &level) {
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});
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}
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void System::distribute_loot(DinkyECS::World &world, DinkyECS::Entity& ent, nlohmann::json& entity_data) {
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int inventory_count = entity_data["inventory_count"];
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world.set<InventoryItem>(ent, {inventory_count, entity_data});
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// use the inventory_level to fill the blanket with new items
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Config config("assets/rituals.json");
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ritual::JunkPile pile;
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auto& junk = config["junk"];
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ritual::JunkPile select_from;
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for(auto& el : junk.items()) {
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select_from.contents.push_back(el.key());
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}
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for(int i = 0; i < inventory_count; i++) {
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size_t max_junk = select_from.contents.size();
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auto& item = select_from.contents.at(Random::uniform(size_t(0), max_junk-1));
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pile.contents.push_back(item);
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}
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world.set<ritual::JunkPile>(ent, pile);
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}
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void System::death(GameLevel &level, components::ComponentMap& components) {
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auto &world = *level.world;
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auto player = world.get_the<Player>();
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@ -187,8 +210,7 @@ void System::death(GameLevel &level, components::ComponentMap& components) {
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auto entity_data = config.items["GRAVE_STONE"];
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components::configure_entity(components, world, ent, entity_data["components"]);
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if(entity_data["inventory_count"] > 0) {
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// right here use a std::any that's already converted instead?
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world.set<InventoryItem>(ent, {entity_data["inventory_count"], entity_data});
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System::distribute_loot(world, ent, entity_data);
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}
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}
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}
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@ -293,17 +315,20 @@ void System::collision(GameLevel &level) {
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world.remove<LightSource>(entity);
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}
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if(world.has<ritual::JunkPile>(entity)) {
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auto& pile = world.get<ritual::JunkPile>(entity);
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auto& blanket = world.get_the<ritual::Blanket>();
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for(auto& junk : pile.contents) {
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fmt::println("adding {} to blanket", junk);
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blanket.add(junk);
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}
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}
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if(world.has<Weapon>(entity)) {
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inventory.add(item);
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world.remove<Weapon>(entity);
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}
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if(world.has<Loot>(entity)) {
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auto &loot = world.get<Loot>(entity);
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inventory.gold += loot.amount;
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world.remove<Loot>(entity);
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}
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if(world.has<Curative>(entity)) {
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inventory.add(item);
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world.remove<Curative>(entity);
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@ -24,5 +24,6 @@ namespace System {
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std::shared_ptr<sf::Shader> sprite_effect(GameLevel &level, DinkyECS::Entity entity);
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void player_status(GameLevel &level);
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void distribute_loot(DinkyECS::World &world, DinkyECS::Entity& ent, nlohmann::json& entity_data);
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}
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