Big BIG refactor to make inventory use a model that's placed into the world, following a more sane MVC style.
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21 changed files with 270 additions and 123 deletions
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@ -6,6 +6,8 @@
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#include "rituals.hpp"
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#include "maze.hpp"
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#include "textures.hpp"
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#include "inventory.hpp"
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#include "systems.hpp"
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using namespace fmt;
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using namespace components;
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@ -172,6 +174,11 @@ void WorldBuilder::configure_starting_items(DinkyECS::World &world) {
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ritual::JunkItem name = el;
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blanket.add(name);
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};
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auto torch_id = System::spawn_item(world, "TORCH_BAD");
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auto &inventory = world.get_the<inventory::Model>();
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inventory.add("hand_r", torch_id);
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}
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void WorldBuilder::place_entities(DinkyECS::World &world) {
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@ -202,6 +209,7 @@ void WorldBuilder::place_entities(DinkyECS::World &world) {
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world.set_the<Player>(player);
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world.set_the<ritual::Belt>({});
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world.set_the<ritual::Blanket>({});
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world.set_the<inventory::Model>({});
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configure_starting_items(world);
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world.make_constant(player.entity);
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}
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