So far most of the bugs are solved but there's still some edge cases in the inventory dance.

This commit is contained in:
Zed A. Shaw 2025-06-22 23:54:50 -04:00
parent e0588847fa
commit 3c5021e4c9
6 changed files with 40 additions and 25 deletions

View file

@ -103,18 +103,16 @@ namespace gui {
auto& slot_name = $slot_to_name.at(gui_id);
auto& inventory = $level.world->get_the<inventory::Model>();
for(auto [ent, slot] : inventory.by_entity) {
fmt::println("BY_ENTITY: ent={}, slot={}", ent, slot);
}
inventory.dump();
for(auto [slot, ent] : inventory.by_slot) {
fmt::println("BY_SLOT: ent={}, slot={}", ent, slot);
if(inventory.add(slot_name, world_entity)) {
$level.world->make_constant(world_entity);
update();
return true;
} else {
dbc::log("there's something there already");
return false;
}
$level.world->make_constant(world_entity);
inventory.add(slot_name, world_entity);
update();
return true;
}
bool StatusUI::drop_item(DinkyECS::Entity item_id) {