Basic inventory system working and can pick up items but needs to be reflected in the UI next.

This commit is contained in:
Zed A. Shaw 2025-01-03 13:41:57 -05:00
parent d7353a02df
commit 135d9a128b
14 changed files with 212 additions and 48 deletions

View file

@ -62,7 +62,7 @@ void System::init_positions(DinkyECS::World &world) {
}
});
world.query<Position, Loot>([&](const auto &ent, auto &pos, auto &loot) {
world.query<Position, InventoryItem>([&](const auto &ent, auto &pos, auto &item) {
collider.insert(pos.location, ent);
});
}
@ -134,10 +134,12 @@ void System::collision(DinkyECS::World &world, Player &player) {
};
world.send<Events::GUI>(Events::GUI::COMBAT, entity, result);
} else if(world.has<Loot>(entity)) {
auto loot = world.get<Loot>(entity);
auto &loot_pos = world.get<Position>(entity);
auto &inventory = world.get<Inventory>(player.entity);
} else if(world.has<InventoryItem>(entity)) {
auto& item = world.get<InventoryItem>(entity);
auto& item_pos = world.get<Position>(entity);
auto& inventory = world.get<Inventory>(player.entity);
inventory.add(item);
if(world.has<LightSource>(entity)) {
auto &new_light = world.get<LightSource>(entity);
@ -148,15 +150,12 @@ void System::collision(DinkyECS::World &world, Player &player) {
auto &weapon = world.get<Weapon>(entity);
player_combat.damage = weapon.damage;
world.remove<Weapon>(entity);
} else {
// it's just gold
inventory.gold += loot.amount;
}
collider.remove(loot_pos.location);
collider.remove(item_pos.location);
world.remove<Tile>(entity);
world.remove<Loot>(entity);
world.send<Events::GUI>(Events::GUI::LOOT, entity, loot);
world.remove<InventoryItem>(entity);
world.send<Events::GUI>(Events::GUI::LOOT, entity, item);
} else {
println("UNKNOWN COLLISION TYPE {}", entity);
}
@ -183,3 +182,10 @@ void System::draw_entities(DinkyECS::World &world, Map &game_map, const Matrix &
}
});
}
void System::pickup(DinkyECS::World &world, DinkyECS::Entity actor, DinkyECS::Entity item) {
auto& inventory = world.get<Inventory>(actor);
auto& invitem = world.get<InventoryItem>(item);
inventory.add(invitem);
}