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
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@ -27,7 +27,8 @@ namespace gui {
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$mini_map($level),
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$loot_ui($level),
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$font{FONT_FILE_NAME},
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$dnd_loot($status_ui, $loot_ui, $window, $router)
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$dnd_loot($status_ui, $loot_ui, $window, $router),
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$temp_loot($level.world->entity())
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{
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$window.setPosition({0,0});
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}
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@ -66,6 +67,8 @@ namespace gui {
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$map_ui.log(L"Welcome to the game!");
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$mini_map.init($main_ui.$overlay_ui.$gui);
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$level.world->set<inventory::Model>($temp_loot, {});
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run_systems();
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state(State::IDLE);
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@ -458,8 +461,8 @@ namespace gui {
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case eGUI::LOOT_ITEM: {
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dbc::check(world.has<components::InventoryItem>(entity),
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"INVALID LOOT_ITEM, that entity has no InventoryItem");
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dbc::log("@@@@ SENDING LOOT_ITEM");
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$loot_ui.contents.add("item_0", entity);
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System::place_in_container(*$level.world, $temp_loot, "item_0", entity);
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$loot_ui.set_target($temp_loot);
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$loot_ui.update();
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event(Event::LOOT_ITEM);
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} break;
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@ -49,6 +49,7 @@ namespace gui {
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sf::Font $font;
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gui::routing::Router $router;
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DNDLoot $dnd_loot;
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DinkyECS::Entity $temp_loot;
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FSM();
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@ -1,6 +1,7 @@
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#include "gui/loot_ui.hpp"
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#include "constants.hpp"
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#include <fmt/xchar.h>
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#include "systems.hpp"
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namespace gui {
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using namespace guecs;
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@ -57,6 +58,10 @@ namespace gui {
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}
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void LootUI::update() {
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if(!$level.world->has<inventory::Model>($target)) return;
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auto& contents = $level.world->get<inventory::Model>($target);
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for(size_t i = 0; i < INV_SLOTS; i++) {
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auto id = $gui.entity("item_", int(i));
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auto& slot_name = $slot_to_name.at(id);
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@ -88,20 +93,15 @@ namespace gui {
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void LootUI::remove_slot(DinkyECS::Entity slot_id) {
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auto& name = $slot_to_name.at(slot_id);
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contents.remove(name);
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System::remove_from_container(*$level.world, $target, name);
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update();
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}
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bool LootUI::place_slot(guecs::Entity id, DinkyECS::Entity world_entity) {
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auto& name = $slot_to_name.at(id);
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if(!contents.has(name)) {
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contents.add(name, world_entity);
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update();
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return true;
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} else {
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return false;
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}
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bool worked = System::place_in_container(*$level.world, $target, name, world_entity);
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if(worked) update();
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return worked;
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}
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void LootUI::render(sf::RenderWindow& window) {
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@ -14,10 +14,14 @@ namespace gui {
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guecs::UI $gui;
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GameLevel $level;
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std::unordered_map<guecs::Entity, std::string> $slot_to_name;
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// NOTE: this should then become just an ECS id for a container
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inventory::Model contents;
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DinkyECS::Entity $target;
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LootUI(GameLevel level);
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void set_target(DinkyECS::Entity entity) {
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$target = entity;
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}
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void init();
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void update();
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void render(sf::RenderWindow& window);
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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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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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