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#include "status_ui.hpp"
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#include "components.hpp"
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#include "inventory.hpp"
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#include "color.hpp"
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#include "guecs.hpp"
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#include "rand.hpp"
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namespace gui {
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using namespace guecs;
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using std::any, std::any_cast, std::string, std::make_any;
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StatusUI::StatusUI(GameLevel level) :
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$level(level)
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{
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$gui.position(STATUS_UI_X, STATUS_UI_Y, STATUS_UI_WIDTH, STATUS_UI_HEIGHT);
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$gui.layout(
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"[inv_slot1 | inv_slot2 | inv_slot3]"
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"[inv_slot4 | inv_slot5 | inv_slot6]"
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"[inv_slot7 | inv_slot8 | inv_slot9]"
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"[*%(100,300)log_view]"
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"[_]"
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"[_]");
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size_t inv_id = 0;
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for(auto [name, entity] : $gui.$name_ents) {
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if(name.starts_with("inv_")) {
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$slots[name] = inv_id++;
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}
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}
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}
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void StatusUI::init() {
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$gui.world().set_the<Background>({$gui.$parser});
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for(auto& [name, cell] : $gui.cells()) {
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if(name == "log_view") {
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$log_to = $gui.entity("log_view");
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$gui.set<Rectangle>($log_to, {});
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$gui.set<Textual>($log_to, {"Welcome to the Game!", 20});
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} else {
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auto button = $gui.entity(name);
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$gui.set<Rectangle>(button, {});
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$gui.set<Textual>(button, {""});
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$gui.set<ActionData>(button, {make_any<string>(name)});
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$gui.set<Clickable>(button, {
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[this](auto ent, auto data){ select_slot(ent, data); }
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});
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}
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}
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$gui.init();
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}
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void StatusUI::select_slot(DinkyECS::Entity ent, any slot_name) {
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dbc::check(slot_name.has_value(), "passed select_slot an any without a value");
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auto cn = $gui.get<CellName>(ent);
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auto world = $level.world;
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if(world->has<components::Inventory>($level.player)) {
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auto& inventory = world->get<components::Inventory>($level.player);
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size_t inv_id = $slots[any_cast<string>(slot_name)];
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if(inventory.has_item(inv_id)) {
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auto [used, name] = inventory.use($level, inv_id);
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if(used) {
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log(fmt::format("Used item: {}", name));
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} else {
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log(fmt::format("You are out of {}.", name));
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}
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update();
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}
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}
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}
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/* WARNING: This is really not the greatest way to do this. */
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void StatusUI::update() {
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if($gui.has<Textual>($log_to)) {
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auto& text = $gui.get<Textual>($log_to);
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string log;
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for(auto msg : $messages) {
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log += msg + "\n";
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}
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text.update(log);
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}
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auto world = $level.world;
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if(world->has<components::Inventory>($level.player)) {
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auto& inventory = world->get<components::Inventory>($level.player);
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for(auto& [slot_name, inv_id] : $slots) {
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if(inventory.has_item(inv_id)) {
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auto slot = $gui.entity(slot_name);
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auto& item = inventory.get(inv_id);
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auto comp_sprite = components::get<components::Sprite>(item.data);
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$gui.set_init<guecs::Sprite>(slot, {comp_sprite.name});
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string count_label = fmt::format("{}", item.count);
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auto& label = $gui.get<Textual>(slot);
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label.text->setString(count_label);
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auto& sprite = $gui.get<guecs::Sprite>(slot);
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if(item.count == 0) {
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sprite.sprite->setColor({125, 125, 125});
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} else {
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sprite.sprite->setColor({255, 255, 255});
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}
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}
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}
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}
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}
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void StatusUI::render(sf::RenderWindow &window) {
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$gui.render(window);
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}
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void StatusUI::log(string msg) {
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$messages.push_front(msg);
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if($messages.size() > MAX_LOG_MESSAGES) {
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$messages.pop_back();
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}
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}
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void StatusUI::update_level(GameLevel &level) {
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$level = level;
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init();
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}
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}
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