Fix the last few loot bugs before actually implementing the data model for inventory and loot.
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parent
4a48910273
commit
d6c5a89251
3 changed files with 25 additions and 36 deletions
26
gui/fsm.cpp
26
gui/fsm.cpp
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@ -136,6 +136,7 @@ namespace gui {
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case LOOT_SELECT: {
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auto gui_id = std::any_cast<guecs::Entity>(data);
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$grab_source = UISystem::loot_grab($loot_ui.$gui, gui_id);
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if(!$grab_source) state(State::LOOTING);
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} break;
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case INV_SELECT: {
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if($grab_source) {
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@ -195,8 +196,9 @@ namespace gui {
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}
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} break;
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case INV_SELECT: {
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auto gui_id = std::any_cast<DinkyECS::Entity>(data);
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$grab_source = UISystem::loot_grab($status_ui.$gui, gui_id);
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auto gui_id = std::any_cast<DinkyECS::Entity>(data);
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$grab_source = UISystem::loot_grab($status_ui.$gui, gui_id);
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if(!$grab_source) state(State::LOOTING);
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} break;
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case MOUSE_CLICK:
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mouse_action(false);
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@ -228,16 +230,16 @@ namespace gui {
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$loot_ui.active = false;
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state(State::IDLE);
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break;
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case LOOT_SELECT:
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// BUG: this actually should init the select, so that in LOOT_GRAB
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// I can allow people to place it back into the loot ui
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state(State::LOOT_GRAB);
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LOOT_GRAB(ev, data);
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break;
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case INV_SELECT:
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state(State::INV_GRAB);
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INV_GRAB(ev, data);
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break;
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case LOOT_SELECT: {
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auto gui_id = std::any_cast<guecs::Entity>(data);
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$grab_source = UISystem::loot_grab($loot_ui.$gui, gui_id);
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if($grab_source) state(State::LOOT_GRAB);
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} break;
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case INV_SELECT: {
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auto gui_id = std::any_cast<DinkyECS::Entity>(data);
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$grab_source = UISystem::loot_grab($status_ui.$gui, gui_id);
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if($grab_source) state(State::INV_GRAB);
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} break;
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case MOUSE_DRAG_START:
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case MOUSE_CLICK:
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mouse_action(false);
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