Make the player's inventory just a regular entity attached to the player.entity.

This commit is contained in:
Zed A. Shaw 2025-07-02 23:55:06 -04:00
parent 2421a33bb0
commit 970905fcd5
3 changed files with 20 additions and 10 deletions

View file

@ -75,7 +75,8 @@ namespace gui {
}
void StatusUI::update() {
auto& inventory = $level.world->get_the<inventory::Model>();
auto player = $level.world->get_the<components::Player>();
auto& inventory = $level.world->get<inventory::Model>(player.entity);
for(auto& [slot, world_entity] : inventory.by_slot) {
auto gui_id = $gui.entity(slot);
@ -102,7 +103,8 @@ namespace gui {
bool StatusUI::place_slot(guecs::Entity gui_id, DinkyECS::Entity world_entity) {
auto& slot_name = $slot_to_name.at(gui_id);
auto& inventory = $level.world->get_the<inventory::Model>();
auto player = $level.world->get_the<components::Player>();
auto& inventory = $level.world->get<inventory::Model>(player.entity);
if(inventory.add(slot_name, world_entity)) {
$level.world->make_constant(world_entity);
@ -128,7 +130,10 @@ namespace gui {
// do it.
dbc::log(fmt::format("removing slot: {}", slot_id));
auto& slot_name = $slot_to_name.at(slot_id);
auto& inventory = $level.world->get_the<inventory::Model>();
auto player = $level.world->get_the<components::Player>();
auto& inventory = $level.world->get<inventory::Model>(player.entity);
auto world_entity = inventory.get(slot_name);
inventory.remove(world_entity);
@ -138,7 +143,9 @@ namespace gui {
void StatusUI::swap(guecs::Entity gui_a, guecs::Entity gui_b) {
if(gui_a != gui_b) {
auto& inventory = $level.world->get_the<inventory::Model>();
auto player = $level.world->get_the<components::Player>();
auto& inventory = $level.world->get<inventory::Model>(player.entity);
auto& a_name = $slot_to_name.at(gui_a);
auto& b_name = $slot_to_name.at(gui_b);
auto a_ent = inventory.get(a_name);
@ -152,7 +159,8 @@ namespace gui {
bool StatusUI::occupied(guecs::Entity slot) {
dbc::check($slot_to_name.contains(slot), "jank ass slot to name thing isn't loaded right you idiot.");
auto& inventory = $level.world->get_the<inventory::Model>();
auto player = $level.world->get_the<components::Player>();
auto& inventory = $level.world->get<inventory::Model>(player.entity);
auto& slot_name = $slot_to_name.at(slot);
return inventory.has(slot_name);
}