Make the AIM_CLICK handler in FSM properly deal with an item already there while looting or not. Closes #56.
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584c4e9f67
6 changed files with 41 additions and 25 deletions
4
Makefile
4
Makefile
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@ -34,7 +34,7 @@ tracy_build:
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meson compile -j 10 -C builddir
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test: build
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./builddir/runtests
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./builddir/runtests "[inventory]"
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run: build test
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ifeq '$(OS)' 'Windows_NT'
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@ -57,7 +57,7 @@ clean:
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meson compile --clean -C builddir
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debug_test: build
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gdb --nx -x .gdbinit --ex run --args builddir/runtests -e
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gdb --nx -x .gdbinit --ex run --args builddir/runtests -e "[inventory]"
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win_installer:
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powershell 'start "C:\Program Files (x86)\solicus\InstallForge\bin\ifbuilderenvx86.exe" scripts\win_installer.ifp'
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@ -107,7 +107,8 @@ namespace gui {
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switch(ev) {
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case AIM_CLICK: {
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bool worked = throw_on_floor();
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// take from inventory, drop on floor
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bool worked = throw_on_floor($status_ui.$gui, true);
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dbc::check(worked, "Need to fix this, should be able to abort.");
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END(CLOSE);
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} break;
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@ -137,12 +138,12 @@ namespace gui {
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END(CLOSE);
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}
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break;
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case AIM_CLICK:
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// BUG: because I put things into fake loot containers it's actually
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// hard to put things back. It's probably a System::remove from the
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// loot container combined with a System::drop_item
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dbc::log("Put it back?");
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break;
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case AIM_CLICK: {
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// THIS IS PUT IT BACK ON THE FLOOR
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bool worked = throw_on_floor($loot_ui.$gui, false);
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dbc::check(worked, "Failed to drop it back on the floor.");
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END(CLOSE);
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} break;
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default:
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handle_mouse(ev, $loot_ui.$gui);
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}
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@ -174,7 +175,7 @@ namespace gui {
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case TICK: // ignored
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break;
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default:
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dbc::sentinel(fmt::format("invalid event: {}", int(ev)));
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dbc::log(fmt::format("invalid event: {}", int(ev)));
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}
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}
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@ -296,15 +297,22 @@ namespace gui {
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* Dropping on the ground is only possible from the
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* status_ui for now.
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*/
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bool DNDLoot::throw_on_floor() {
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bool DNDLoot::throw_on_floor(guecs::UI& gui, bool from_status) {
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dbc::check($grab_source != std::nullopt, "attempt to commit_drop but no grab_source set");
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dbc::check($status_ui.$gui.has<guecs::GrabSource>(*$grab_source),
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dbc::check(gui.has<guecs::GrabSource>(*$grab_source),
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"StatusUI doesn't actually have that GrabSource in the gui.");
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auto& grab = $status_ui.$gui.get<guecs::GrabSource>(*$grab_source);
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auto& grab = gui.get<guecs::GrabSource>(*$grab_source);
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grab.commit();
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bool result = $status_ui.drop_item(grab.world_entity);
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bool result = false;
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if(from_status) {
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result = $status_ui.drop_item(grab.world_entity);
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} else {
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result = $loot_ui.drop_item(grab.world_entity);
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}
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clear_grab();
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return result;
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}
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@ -54,7 +54,7 @@ namespace gui {
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bool hold_world_item();
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bool hold_inv_item(std::any& data);
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bool throw_on_floor();
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bool throw_on_floor(guecs::UI& gui, bool from_status);
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void clear_grab();
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20
gui/fsm.cpp
20
gui/fsm.cpp
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@ -463,15 +463,17 @@ namespace gui {
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case eGUI::INV_SELECT:
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event(Event::INV_SELECT, data);
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break;
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case eGUI::AIM_CLICK:
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if(auto aimed_at = $main_ui.camera_aim()) {
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fmt::println("clicked on a thing: {}", aimed_at);
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System::pickup($level, aimed_at);
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} else {
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fmt::println("SENDING AIM_CLICK");
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event(Event::AIM_CLICK);
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}
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break;
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case eGUI::AIM_CLICK: {
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auto aimed_at = $main_ui.camera_aim();
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if(aimed_at && !in_state(State::LOOTING)) {
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// aimed at something and not looting so it's a pickup
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System::pickup($level, aimed_at);
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} else {
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// otherwise just repeat the event and let the FSM deal
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event(Event::AIM_CLICK);
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}
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} break;
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case eGUI::LOOT_ITEM: {
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dbc::check(world.has<components::InventoryItem>(entity),
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"INVALID LOOT_ITEM, that entity has no InventoryItem");
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@ -127,8 +127,13 @@ namespace gui {
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update();
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}
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bool LootUI::drop_item(DinkyECS::Entity item_id) {
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bool dropped = System::drop_item($level, item_id);
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if(dropped) update();
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return dropped;
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}
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bool LootUI::mouse(float x, float y, bool hover) {
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return $gui.mouse(x, y, hover);
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}
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}
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@ -33,5 +33,6 @@ namespace gui {
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void remove_slot(guecs::Entity slot_id);
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bool place_slot(guecs::Entity gui_id, DinkyECS::Entity world_entity);
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void add_loose_item(DinkyECS::Entity entity);
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bool drop_item(DinkyECS::Entity item_id);
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};
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}
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