Have a plan for the new inventory and looting system, now have to implement it. Temporarily you can't pick anything up, but it will go away.

This commit is contained in:
Zed A. Shaw 2025-06-02 00:58:16 -04:00
parent b8d2d1870d
commit ab391aaa97
9 changed files with 23 additions and 261 deletions

View file

@ -1,5 +1,4 @@
#include "autowalker.hpp"
#include "inventory.hpp"
#include "ai_debug.hpp"
#include "gui/ritual_ui.hpp"
@ -344,31 +343,12 @@ bool Autowalker::player_health_good() {
}
InventoryStats Autowalker::player_item_count() {
auto& inventory = fsm.$level.world->get<components::Inventory>(fsm.$level.player);
InventoryStats stats;
for(auto& item : inventory.items) {
if(item.data["id"] == "POTION_HEALING_SMALL") {
stats.healing += item.count;
} else {
stats.other += item.count;
}
}
stats.healing = 0;
return stats;
}
void Autowalker::player_use_healing() {
auto& inventory = fsm.$level.world->get<components::Inventory>(fsm.$level.player);
// find the healing slot
for(size_t slot = 0; slot < inventory.count(); slot++) {
auto& item = inventory.get(slot);
if(item.data["id"] == "POTION_HEALING_SMALL") {
inventory.use(fsm.$level, slot);
fsm.$status_ui.update();
return;
}
}
}
void Autowalker::start_autowalk() {