Now the loot UI can work with any container and only uses an ECS id to work, not have its own contents.
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a0eff927b6
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6 changed files with 70 additions and 34 deletions
23
systems.hpp
23
systems.hpp
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@ -5,6 +5,8 @@
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namespace System {
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using namespace components;
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using namespace DinkyECS;
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using std::string;
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void lighting(GameLevel &level);
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void motion(GameLevel &level);
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@ -14,19 +16,24 @@ namespace System {
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void enemy_pathing(GameLevel &level);
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void enemy_ai_initialize(GameLevel &level);
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void init_positions(DinkyECS::World &world, SpatialMap &collider);
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void device(DinkyECS::World &world, DinkyECS::Entity actor, DinkyECS::Entity item);
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void plan_motion(DinkyECS::World& world, Point move_to);
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void init_positions(World &world, SpatialMap &collider);
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void device(World &world, Entity actor, Entity item);
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void plan_motion(World& world, Point move_to);
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std::wstring draw_map(GameLevel level, size_t view_x, size_t view_y, int compass_dir);
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DinkyECS::Entity spawn_item(DinkyECS::World& world, const std::string& name);
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bool drop_item(GameLevel& level, DinkyECS::Entity item);
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Entity spawn_item(World& world, const string& name);
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bool drop_item(GameLevel& level, Entity item);
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void enemy_ai(GameLevel &level);
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void combat(GameLevel &level, int attack_id);
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std::shared_ptr<sf::Shader> sprite_effect(GameLevel &level, DinkyECS::Entity entity);
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std::shared_ptr<sf::Shader> sprite_effect(GameLevel &level, 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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void distribute_loot(World &world, Entity& ent, nlohmann::json& entity_data);
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void pickup(GameLevel &level, Entity entity);
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bool place_in_container(World& world, Entity cont_id, const string& name, Entity world_entity);
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void remove_from_container(World& world, Entity cont_id, const string& name);
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void pickup(GameLevel &level, DinkyECS::Entity entity);
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}
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