Move the management of the 'fake loose items container' into the loot_ui.cpp rather than get rid of it. Closes #34.
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5 changed files with 24 additions and 24 deletions
19
gui/fsm.cpp
19
gui/fsm.cpp
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@ -27,8 +27,7 @@ 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, $router),
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$temp_loot($level.world->entity())
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$dnd_loot($status_ui, $loot_ui, $window, $router)
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{
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$window.setPosition({0,0});
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}
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@ -67,8 +66,6 @@ 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>($temp_loot, {});
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run_systems();
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state(State::IDLE);
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@ -344,7 +341,8 @@ namespace gui {
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autowalking = true;
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break;
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case KEY::L:
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$loot_ui.set_target($temp_loot);
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// This will go away as soon as containers work
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$loot_ui.set_target($loot_ui.$temp_loot);
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$loot_ui.update();
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event(Event::LOOT_OPEN);
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break;
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@ -477,15 +475,12 @@ namespace gui {
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case eGUI::LOOT_ITEM: {
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dbc::check(world.has<components::InventoryItem>(entity),
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"INVALID LOOT_ITEM, that entity has no InventoryItem");
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fmt::println("in FSM LOOT_ITEM the entity is {}", entity);
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System::place_in_container(*$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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$loot_ui.add_loose_item(entity);
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event(Event::LOOT_ITEM);
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} break;
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case eGUI::LOOT_CONTAINER: {
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dbc::log("YEP container works.");
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$loot_ui.set_target($temp_loot);
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$loot_ui.set_target($loot_ui.$temp_loot);
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$loot_ui.update();
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event(Event::LOOT_OPEN);
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} break;
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@ -524,10 +519,6 @@ namespace gui {
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$levels.create_level($level.world);
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$level = $levels.next();
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// this has to go away, but clear out the inventory
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$temp_loot = $level.world->entity();
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$level.world->set<inventory::Model>($temp_loot, {});
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$status_ui.update_level($level);
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$map_ui.update_level($level);
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$mini_map.update_level($level);
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