Now the loot UI can work with any container and only uses an ECS id to work, not have its own contents.

This commit is contained in:
Zed A. Shaw 2025-06-21 10:51:45 -04:00
parent a0eff927b6
commit 812407c3df
6 changed files with 70 additions and 34 deletions

View file

@ -20,6 +20,7 @@
using std::string;
using namespace fmt;
using namespace components;
using namespace DinkyECS;
using lighting::LightSource;
void System::lighting(GameLevel &level) {
@ -100,7 +101,7 @@ void System::enemy_pathing(GameLevel &level) {
map.clear_target(player_position.location);
}
void System::init_positions(DinkyECS::World &world, SpatialMap &collider) {
void System::init_positions(World &world, SpatialMap &collider) {
world.query<Position>([&](auto ent, auto &pos) {
if(world.has<Combat>(ent)) {
const auto& combat = world.get<Combat>(ent);
@ -113,7 +114,7 @@ void System::init_positions(DinkyECS::World &world, SpatialMap &collider) {
});
}
inline void move_entity(SpatialMap &collider, Map &game_map, Position &position, Motion &motion, DinkyECS::Entity ent) {
inline void move_entity(SpatialMap &collider, Map &game_map, Position &position, Motion &motion, Entity ent) {
Point move_to = {
position.location.x + motion.dx,
position.location.y + motion.dy
@ -140,7 +141,7 @@ void System::motion(GameLevel &level) {
});
}
void System::distribute_loot(DinkyECS::World &world, DinkyECS::Entity& ent, nlohmann::json& entity_data) {
void System::distribute_loot(World &world, Entity& ent, nlohmann::json& entity_data) {
dbc::log("!!!!!!!!!!!!! THIS is where you update the dead body contents");
int inventory_count = entity_data["inventory_count"];
world.set<InventoryItem>(ent, {inventory_count, entity_data});
@ -168,7 +169,7 @@ void System::death(GameLevel &level) {
auto &world = *level.world;
auto player = world.get_the<Player>();
auto& config = world.get_the<GameConfig>();
std::vector<DinkyECS::Entity> dead_things;
std::vector<Entity> dead_things;
world.query<Combat>([&](auto ent, auto &combat) {
// bring out yer dead
@ -217,7 +218,7 @@ void System::death(GameLevel &level) {
}
}
inline void animate_entity(DinkyECS::World &world, DinkyECS::Entity entity) {
inline void animate_entity(World &world, Entity entity) {
if(world.has<Animation>(entity)) {
auto& animation = world.get<Animation>(entity);
animation.play();
@ -315,7 +316,7 @@ void System::collision(GameLevel &level) {
}
}
void System::pickup(GameLevel &level, DinkyECS::Entity entity) {
void System::pickup(GameLevel &level, Entity entity) {
auto &world = *level.world;
auto player = world.get_the<Player>();
@ -346,7 +347,7 @@ void System::pickup(GameLevel &level, DinkyECS::Entity entity) {
}
void System::device(DinkyECS::World &world, DinkyECS::Entity actor, DinkyECS::Entity item) {
void System::device(World &world, Entity actor, Entity item) {
auto& device = world.get<Device>(item);
dbc::log(fmt::format("entity {} INTERACTED WITH DEVICE {}", actor, item));
@ -367,7 +368,7 @@ void System::device(DinkyECS::World &world, DinkyECS::Entity actor, DinkyECS::En
}
}
void System::plan_motion(DinkyECS::World& world, Point move_to) {
void System::plan_motion(World& world, Point move_to) {
auto& player = world.get_the<Player>();
auto& player_position = world.get<Position>(player.entity);
auto& motion = world.get<Motion>(player.entity);
@ -380,7 +381,7 @@ void System::plan_motion(DinkyECS::World& world, Point move_to) {
* just avoid GameMap unlike the others.
*/
std::wstring System::draw_map(GameLevel level, size_t view_x, size_t view_y, int compass_dir) {
DinkyECS::World &world = *level.world;
World &world = *level.world;
Map &map = *level.map;
auto player_pos = world.get<Position>(level.player).location;
@ -446,7 +447,7 @@ void System::player_status(GameLevel &level) {
}
}
std::shared_ptr<sf::Shader> System::sprite_effect(GameLevel &level, DinkyECS::Entity entity) {
std::shared_ptr<sf::Shader> System::sprite_effect(GameLevel &level, Entity entity) {
if(level.world->has<SpriteEffect>(entity)) {
auto& se = level.world->get<SpriteEffect>(entity);
@ -462,7 +463,7 @@ std::shared_ptr<sf::Shader> System::sprite_effect(GameLevel &level, DinkyECS::En
}
}
DinkyECS::Entity System::spawn_item(DinkyECS::World& world, const std::string& name) {
Entity System::spawn_item(World& world, const std::string& name) {
Config config("assets/items.json");
auto& item_config = config[name];
auto item_id = world.entity();
@ -472,7 +473,7 @@ DinkyECS::Entity System::spawn_item(DinkyECS::World& world, const std::string& n
return item_id;
}
bool System::drop_item(GameLevel& level, DinkyECS::Entity item) {
bool System::drop_item(GameLevel& level, Entity item) {
auto& world = *level.world;
auto& map = *level.map;
auto& collision = *level.collision;
@ -497,3 +498,23 @@ bool System::drop_item(GameLevel& level, DinkyECS::Entity item) {
return false;
}
bool System::place_in_container(World& world, Entity cont_id, const std::string& name, Entity world_entity) {
auto& container = world.get<inventory::Model>(cont_id);
if(container.has(world_entity)) {
// NOTE: I think this would be a move?!
return false;
} else if(container.has(name)) {
// this is an already occupied slot
return false;
} else {
container.add(name, world_entity);
return true;
}
}
void System::remove_from_container(World& world, Entity cont_id, const std::string& name) {
auto& container = world.get<inventory::Model>(cont_id);
container.remove(name);
}