First round of cleanup. dnd_loot.
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parent
689bb150c6
commit
f668ff6b7a
9 changed files with 169 additions and 38 deletions
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@ -29,8 +29,9 @@ namespace gui {
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}
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void DNDLoot::START(Event ev) {
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dbc::check(ev == Event::STARTED, "START not given a STARTED event.");
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END(Event::CLOSE);
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using enum Event;
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dbc::check(ev == STARTED, "START not given a STARTED event.");
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END(CLOSE);
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}
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void DNDLoot::LOOTING(Event ev, std::any data) {
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@ -38,7 +39,7 @@ namespace gui {
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switch(ev) {
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case LOOT_OPEN:
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END(Event::CLOSE);
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END(CLOSE);
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break;
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case LOOT_SELECT:
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$grab_source = start_grab($loot_ui.$gui, data);
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@ -49,7 +50,7 @@ namespace gui {
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if($grab_source) state(DNDState::INV_GRAB);
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break;
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default:
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state(DNDState::LOOTING);
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break; // ignore
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}
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}
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@ -58,7 +59,7 @@ namespace gui {
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switch(ev) {
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case LOOT_OPEN:
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END(Event::CLOSE);
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END(CLOSE);
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break;
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case LOOT_SELECT:
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commit_move($loot_ui.$gui, $grab_source, data);
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@ -81,7 +82,7 @@ namespace gui {
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switch(ev) {
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case LOOT_OPEN:
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END(Event::CLOSE);
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END(CLOSE);
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break;
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case LOOT_SELECT:
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if(commit_drop($status_ui.$gui,
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@ -107,12 +108,12 @@ namespace gui {
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case AIM_CLICK: {
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bool worked = throw_on_floor();
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dbc::check(worked, "Need to fix this, should be able to abort.");
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END(Event::CLOSE);
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END(CLOSE);
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} break;
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case INV_SELECT:
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// BUG: should I do a bool here and not transition?
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commit_move($status_ui.$gui, $grab_source, data);
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END(Event::CLOSE);
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END(CLOSE);
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break;
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default:
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handle_mouse(ev, $status_ui.$gui);
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@ -126,13 +127,17 @@ namespace gui {
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case INV_SELECT:
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if(commit_drop($loot_ui.$gui, $status_ui.$gui, $grab_source, data))
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{
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END(Event::CLOSE);
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END(CLOSE);
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}
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break;
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case LOOT_ITEM:
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case AIM_CLICK:
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// BUG: because I put things into fake loot containers it's actually
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// hard to put things back. It's probably a System::remove from the
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// loot container combined with a System::drop_item
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dbc::log("Put it back?");
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break;
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default:
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handle_mouse(ev, $loot_ui.$gui);
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handle_mouse(ev, $loot_ui.$gui);
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}
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}
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@ -140,30 +145,14 @@ namespace gui {
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using enum Event;
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switch(ev) {
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case LOOT_ITEM: {
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// NOTE: if > 1 items, go to LOOT_OPEN instead
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auto gui_id = $loot_ui.$gui.entity("item_0");
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$grab_source = start_grab($loot_ui.$gui, gui_id);
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if($grab_source) {
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auto& source = $loot_ui.$gui.get<guecs::GrabSource>(*$grab_source);
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$grab_sprite = source.sprite;
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// call this once to properly position the sprite
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handle_mouse(Event::MOUSE_MOVE, $loot_ui.$gui);
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state(DNDState::ITEM_PICKUP);
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}
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} break;
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case INV_SELECT: {
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$grab_source = start_grab($status_ui.$gui, data);
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if($grab_source) {
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auto& source = $status_ui.$gui.get<guecs::GrabSource>(*$grab_source);
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$grab_sprite = source.sprite;
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state(DNDState::INV_PICKUP);
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} else {
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dbc::log("inv slot empty");
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}
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} break;
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case LOOT_ITEM:
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hold_world_item();
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state(DNDState::ITEM_PICKUP);
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break;
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case INV_SELECT:
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hold_inv_item(data);
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state(DNDState::INV_PICKUP);
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break;
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case LOOT_OPEN:
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open();
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state(DNDState::LOOTING);
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@ -268,14 +257,42 @@ namespace gui {
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// Or, maybe save the commit?
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}
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void DNDLoot::hold_world_item() {
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// NOTE: if > 1 items, go to LOOT_OPEN instead
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auto gui_id = $loot_ui.$gui.entity("item_0");
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$grab_source = start_grab($loot_ui.$gui, gui_id);
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if($grab_source) {
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auto& source = $loot_ui.$gui.get<guecs::GrabSource>(*$grab_source);
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$grab_sprite = source.sprite;
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// call this once to properly position the sprite
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handle_mouse(Event::MOUSE_MOVE, $loot_ui.$gui);
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}
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}
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void DNDLoot::hold_inv_item(std::any& data) {
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$grab_source = start_grab($status_ui.$gui, data);
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if($grab_source) {
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auto& source = $status_ui.$gui.get<guecs::GrabSource>(*$grab_source);
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$grab_sprite = source.sprite;
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} else {
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dbc::log("inv slot empty");
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}
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}
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/*
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* Dropping on the ground is only possible from the
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* status_ui for now.
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*/
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bool DNDLoot::throw_on_floor() {
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dbc::check($grab_source != std::nullopt, "attempt to commit_drop but no grab_source set");
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dbc::check($status_ui.$gui.has<guecs::GrabSource>(*$grab_source),
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"StatusUI doesn't actually have that GrabSource in the gui.");
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auto& grab = $status_ui.$gui.get<guecs::GrabSource>(*$grab_source);
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grab.commit();
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bool result = $status_ui.drop_item(grab.world_entity);
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clear_grab();
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return result;
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