Simple Loot UI started.
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23 changed files with 139 additions and 29 deletions
252
gui/ritual_ui.cpp
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252
gui/ritual_ui.cpp
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#include "gui/ritual_ui.hpp"
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#include "components.hpp"
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#include <guecs/ui.hpp>
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#include "rand.hpp"
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#include "animation.hpp"
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#include "rand.hpp"
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#include "sound.hpp"
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#include "events.hpp"
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namespace gui {
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namespace ritual {
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using namespace guecs;
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using std::any, std::any_cast, std::string, std::make_any;
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UI::UI(GameLevel level) :
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$level(level),
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$blanket($level.world->get_the<::ritual::Blanket>())
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{
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$gui.position(STATUS_UI_X, STATUS_UI_Y, STATUS_UI_WIDTH, STATUS_UI_HEIGHT);
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$gui.layout(
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"[_]"
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"[inv_slot0 | inv_slot1 | inv_slot2| inv_slot3]"
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"[inv_slot4 | inv_slot5 | inv_slot6| inv_slot7]"
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"[inv_slot8 | inv_slot9 | inv_slot10| inv_slot11]"
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"[inv_slot12 | inv_slot13 | inv_slot14| inv_slot15]"
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"[inv_slot16 | inv_slot17 | inv_slot18| inv_slot19]"
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"[_ |*%(200,400)result_text|_]"
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"[*%(100,200)result_image|_ |_]"
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"[_|_|_]"
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"[_|_|_]"
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"[_]"
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"[ ritual_ui ]");
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}
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void UI::event(Event ev, std::any data) {
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switch($state) {
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FSM_STATE(State, START, ev);
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FSM_STATE(State, OPENED, ev, data);
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FSM_STATE(State, CRAFTING, ev, data);
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FSM_STATE(State, CLOSED, ev);
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FSM_STATE(State, OPENING, ev);
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FSM_STATE(State, CLOSING, ev);
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}
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}
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void UI::START(Event) {
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$ritual_ui = textures::get("ritual_crafting_area");
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$ritual_ui.sprite->setPosition($gui.get_position());
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$ritual_ui.sprite->setTextureRect($ritual_closed_rect);
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state(State::CLOSED);
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$ritual_anim = animation::load("ritual_blanket");
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auto open_close_toggle = $gui.entity("ritual_ui");
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$gui.set<Clickable>(open_close_toggle, {
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[&](auto, auto){ event(Event::TOGGLE); }
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});
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$craft_state = $ritual_engine.start();
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$gui.init();
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state(State::CLOSED);
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}
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void UI::OPENED(Event ev, std::any data) {
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if(ev == Event::TOGGLE) {
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clear_blanket();
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state(State::CLOSING);
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} else if(ev == Event::SELECT) {
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// do this before transitioning
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state(State::CRAFTING);
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UI::CRAFTING(ev, data);
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}
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}
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void UI::CRAFTING(Event ev, std::any data) {
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if(ev == Event::TOGGLE) {
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clear_blanket();
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state(State::CLOSING);
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} else if(ev == Event::COMBINE) {
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complete_combine();
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} else if(ev == Event::SELECT) {
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dbc::check(data.has_value(), "OPENED state given SELECT with no data");
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auto pair = std::any_cast<SelectedItem>(data);
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select_item(pair);
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update_selection_state();
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}
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}
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void UI::CLOSED(Event ev) {
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if(ev == Event::TOGGLE) {
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$ritual_anim.play();
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load_blanket();
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state(State::OPENING);
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}
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}
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void UI::OPENING(Event ev) {
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if(ev == Event::TICK) {
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if(!animation::apply($ritual_anim, $ritual_ui)) {
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state(State::OPENED);
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}
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}
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}
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void UI::CLOSING(Event ev) {
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if(ev == Event::TICK) {
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$ritual_ui.sprite->setTextureRect($ritual_closed_rect);
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state(State::CLOSED);
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}
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}
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bool UI::mouse(float x, float y, bool hover) {
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return $gui.mouse(x, y, hover);
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}
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bool UI::is_open() {
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return !in_state(State::CLOSED);
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}
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void UI::render(sf::RenderWindow &window) {
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event(Event::TICK);
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window.draw(*$ritual_ui.sprite);
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if(in_state(State::OPENED) || in_state(State::CRAFTING)) {
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$gui.render(window);
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// $gui.debug_layout(window);
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}
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}
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void UI::clear_blanket() {
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for(int i = 0; i < INV_SLOTS; i++) {
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auto slot_id = $gui.entity("inv_slot", i);
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if($gui.has<Sprite>(slot_id)) {
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$gui.remove<Sprite>(slot_id);
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$gui.remove<Clickable>(slot_id);
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}
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}
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$blanket.reset();
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}
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void UI::select_item(SelectedItem pair) {
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auto& sprite = $gui.get<Sprite>(pair.slot_id);
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if($blanket.is_selected(pair.item_id)) {
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$blanket.deselect(pair.item_id);
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sprite.sprite->setColor({255, 255, 255, 255});
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} else {
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$blanket.select(pair.item_id);
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sprite.sprite->setColor({255, 200, 200, 200});
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}
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}
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void UI::update_selection_state() {
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if($blanket.no_selections()) {
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clear_craft_result();
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state(State::OPENED);
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} else {
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run_crafting_engine();
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show_craft_result();
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}
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}
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void UI::load_blanket() {
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// update the list of available items
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int i = 0;
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for(auto& [item_id, item] : $blanket.contents) {
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auto slot_id = $gui.entity("inv_slot", i++);
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auto icon_name = fmt::format("{}-64", item);
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$gui.set_init<Sprite>(slot_id, {icon_name});
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$gui.set<Clickable>(slot_id, {
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[&, slot_id, item_id](auto, auto) {
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auto data = std::make_any<SelectedItem>(slot_id, item_id);
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event(Event::SELECT, data);
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}
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});
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}
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for(; i < INV_SLOTS; i++) {
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auto slot_id = $gui.entity("inv_slot", i);
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$gui.remove<Sprite>(slot_id);
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$gui.remove<Clickable>(slot_id);
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}
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}
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void UI::complete_combine() {
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if($craft_state.is_combined()) {
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auto ritual = $ritual_engine.finalize($craft_state);
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auto& belt = $level.world->get_the<::ritual::Belt>();
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belt.equip(belt.next(), ritual);
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$level.world->send<Events::GUI>(Events::GUI::NEW_RITUAL, $level.player, {});
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$blanket.consume_crafting();
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clear_craft_result();
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load_blanket();
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state(State::OPENED);
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}
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}
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void UI::run_crafting_engine() {
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$craft_state.reset();
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for(auto [item_id, setting] : $blanket.selected) {
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auto& item = $blanket.get(item_id);
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$ritual_engine.load_junk($craft_state, item);
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}
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$ritual_engine.plan($craft_state);
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}
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void UI::show_craft_result() {
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using enum ::ritual::Element;
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auto ritual = $ritual_engine.finalize($craft_state);
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auto combine = $gui.entity("result_image");
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if($craft_state.is_combined()) {
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$gui.show_label("result_text", L"This might work...");
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switch(ritual.element) {
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case FIRE:
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$gui.show_sprite("result_image", "broken_yoyo-64");
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break;
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case LIGHTNING:
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$gui.show_sprite("result_image", "pocket_watch-64");
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break;
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default:
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$gui.show_sprite("result_image", "severed_finger-64");
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}
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$gui.set<Clickable>(combine, {
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[&](auto, auto){ event(Event::COMBINE); }
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});
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} else {
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$gui.show_label("result_text", L"That won't work.");
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$gui.show_sprite("result_image", "dubious_combination-128");
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$gui.remove<Clickable>(combine);
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return;
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}
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}
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void UI::clear_craft_result() {
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$blanket.reset();
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$gui.close<Label>("result_text");
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$gui.close<Sprite>("result_image");
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}
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}
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}
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