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:
parent
a0eff927b6
commit
812407c3df
6 changed files with 70 additions and 34 deletions
45
systems.cpp
45
systems.cpp
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@ -20,6 +20,7 @@
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using std::string;
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using namespace fmt;
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using namespace components;
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using namespace DinkyECS;
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using lighting::LightSource;
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void System::lighting(GameLevel &level) {
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@ -100,7 +101,7 @@ void System::enemy_pathing(GameLevel &level) {
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map.clear_target(player_position.location);
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}
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void System::init_positions(DinkyECS::World &world, SpatialMap &collider) {
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void System::init_positions(World &world, SpatialMap &collider) {
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world.query<Position>([&](auto ent, auto &pos) {
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if(world.has<Combat>(ent)) {
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const auto& combat = world.get<Combat>(ent);
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@ -113,7 +114,7 @@ void System::init_positions(DinkyECS::World &world, SpatialMap &collider) {
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});
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}
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inline void move_entity(SpatialMap &collider, Map &game_map, Position &position, Motion &motion, DinkyECS::Entity ent) {
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inline void move_entity(SpatialMap &collider, Map &game_map, Position &position, Motion &motion, Entity ent) {
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Point move_to = {
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position.location.x + motion.dx,
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position.location.y + motion.dy
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@ -140,7 +141,7 @@ 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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void System::distribute_loot(World &world, Entity& ent, nlohmann::json& entity_data) {
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dbc::log("!!!!!!!!!!!!! THIS is where you update the dead body contents");
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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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@ -168,7 +169,7 @@ void System::death(GameLevel &level) {
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auto &world = *level.world;
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auto player = world.get_the<Player>();
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auto& config = world.get_the<GameConfig>();
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std::vector<DinkyECS::Entity> dead_things;
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std::vector<Entity> dead_things;
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world.query<Combat>([&](auto ent, auto &combat) {
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// bring out yer dead
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@ -217,7 +218,7 @@ void System::death(GameLevel &level) {
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}
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}
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inline void animate_entity(DinkyECS::World &world, DinkyECS::Entity entity) {
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inline void animate_entity(World &world, Entity entity) {
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if(world.has<Animation>(entity)) {
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auto& animation = world.get<Animation>(entity);
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animation.play();
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@ -315,7 +316,7 @@ void System::collision(GameLevel &level) {
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}
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}
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void System::pickup(GameLevel &level, DinkyECS::Entity entity) {
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void System::pickup(GameLevel &level, Entity entity) {
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auto &world = *level.world;
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auto player = world.get_the<Player>();
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@ -346,7 +347,7 @@ void System::pickup(GameLevel &level, DinkyECS::Entity entity) {
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}
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void System::device(DinkyECS::World &world, DinkyECS::Entity actor, DinkyECS::Entity item) {
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void System::device(World &world, Entity actor, Entity item) {
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auto& device = world.get<Device>(item);
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dbc::log(fmt::format("entity {} INTERACTED WITH DEVICE {}", actor, item));
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@ -367,7 +368,7 @@ void System::device(DinkyECS::World &world, DinkyECS::Entity actor, DinkyECS::En
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}
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}
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void System::plan_motion(DinkyECS::World& world, Point move_to) {
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void System::plan_motion(World& world, Point move_to) {
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auto& player = world.get_the<Player>();
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auto& player_position = world.get<Position>(player.entity);
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auto& motion = world.get<Motion>(player.entity);
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@ -380,7 +381,7 @@ void System::plan_motion(DinkyECS::World& world, Point move_to) {
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* just avoid GameMap unlike the others.
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*/
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std::wstring System::draw_map(GameLevel level, size_t view_x, size_t view_y, int compass_dir) {
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DinkyECS::World &world = *level.world;
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World &world = *level.world;
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Map &map = *level.map;
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auto player_pos = world.get<Position>(level.player).location;
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@ -446,7 +447,7 @@ void System::player_status(GameLevel &level) {
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}
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}
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std::shared_ptr<sf::Shader> System::sprite_effect(GameLevel &level, DinkyECS::Entity entity) {
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std::shared_ptr<sf::Shader> System::sprite_effect(GameLevel &level, Entity entity) {
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if(level.world->has<SpriteEffect>(entity)) {
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auto& se = level.world->get<SpriteEffect>(entity);
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@ -462,7 +463,7 @@ std::shared_ptr<sf::Shader> System::sprite_effect(GameLevel &level, DinkyECS::En
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}
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}
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DinkyECS::Entity System::spawn_item(DinkyECS::World& world, const std::string& name) {
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Entity System::spawn_item(World& world, const std::string& name) {
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Config config("assets/items.json");
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auto& item_config = config[name];
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auto item_id = world.entity();
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@ -472,7 +473,7 @@ DinkyECS::Entity System::spawn_item(DinkyECS::World& world, const std::string& n
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return item_id;
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}
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bool System::drop_item(GameLevel& level, DinkyECS::Entity item) {
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bool System::drop_item(GameLevel& level, Entity item) {
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auto& world = *level.world;
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auto& map = *level.map;
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auto& collision = *level.collision;
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@ -497,3 +498,23 @@ bool System::drop_item(GameLevel& level, DinkyECS::Entity item) {
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return false;
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}
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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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if(container.has(world_entity)) {
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// NOTE: I think this would be a move?!
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return false;
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} else if(container.has(name)) {
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// this is an already occupied slot
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return false;
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} else {
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container.add(name, world_entity);
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return true;
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}
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}
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void System::remove_from_container(World& world, Entity cont_id, const std::string& name) {
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auto& container = world.get<inventory::Model>(cont_id);
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container.remove(name);
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}
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