Cleaned up the move operation more so that I can use it in the other places that I need it.

master
Zed A. Shaw 2 days ago
parent f559b5a39d
commit 6ff1919587
  1. 44
      gui/dnd_loot.cpp
  2. 6
      gui/dnd_loot.hpp
  3. 2
      gui/status_ui.cpp
  4. 4
      inventory.hpp
  5. 2
      systems.cpp

@ -101,17 +101,18 @@ namespace gui {
void DNDLoot::INV_PICKUP(Event ev, std::any data) {
using enum Event;
(void)data;
switch(ev) {
case AIM_CLICK: {
fmt::println("IN INV_PICKUP AIM CLICK!");
auto& grab = $status_ui.$gui.get<guecs::GrabSource>(*$grab_source);
grab.commit();
bool dropped = $status_ui.drop_item(grab.world_entity);
dbc::check(dropped, "DROP FAILED!");
bool worked = throw_on_floor();
dbc::check(worked, "Need to fix this, should be able to abort.");
END(Event::CLOSE);
} break;
case INV_SELECT:
// BUG: should I do a bool here and not transition?
commit_move($status_ui.$gui, $grab_source, data);
END(Event::CLOSE);
break;
default:
handle_mouse(ev, $status_ui.$gui);
}
@ -228,6 +229,13 @@ namespace gui {
{
if(!source_id) return false;
auto target_id = std::any_cast<guecs::Entity>(data);
fmt::println("!!!!!!!!!source_id = {} target_id = {}",
*source_id, target_id);
dbc::check(target.has<guecs::DropTarget>(target_id),
"gui does not have a DropTarget at that slot");
dbc::check(source.has<guecs::GrabSource>(*source_id),
"gui does not have a GrabSource at that slot");
auto& drop = target.get<guecs::DropTarget>(target_id);
auto& grab = source.get<guecs::GrabSource>(*source_id);
@ -239,4 +247,28 @@ namespace gui {
return false;
}
}
void DNDLoot::commit_move(guecs::UI& gui, std::optional<guecs::Entity> source_id, std::any data) {
auto& grab = gui.get<guecs::GrabSource>(*source_id);
grab.commit();
auto drop_id = std::any_cast<guecs::Entity>(data);
auto& drop = gui.get<guecs::DropTarget>(drop_id);
drop.commit(grab.world_entity);
// BUG: if the drop fails then need to put the grab back?
// How to confirm the drop will work before doing it?
// Or, maybe save the commit?
}
/*
* Dropping on the ground is only possible from the
* status_ui for now.
*/
bool DNDLoot::throw_on_floor() {
dbc::check($grab_source != std::nullopt, "attempt to commit_drop but no grab_source set");
auto& grab = $status_ui.$gui.get<guecs::GrabSource>(*$grab_source);
grab.commit();
return $status_ui.drop_item(grab.world_entity);
}
}

@ -45,9 +45,15 @@ namespace gui {
void close();
std::optional<guecs::Entity> start_grab(guecs::UI& gui, std::any data);
bool commit_drop(guecs::UI& source, guecs::UI& target,
std::optional<guecs::Entity> source_id, std::any data);
void commit_move(guecs::UI& gui,
std::optional<guecs::Entity> source_id, std::any data);
bool throw_on_floor();
sf::Vector2f mouse_position();
};
}

@ -117,7 +117,6 @@ namespace gui {
bool StatusUI::drop_item(DinkyECS::Entity item_id) {
bool dropped = System::drop_item($level, item_id);
$level.world->not_constant(item_id);
if(dropped) update();
return dropped;
}
@ -128,6 +127,7 @@ namespace gui {
// ground or moving from one container or another, so when loot_ui
// moves to use an ECS id to a container I can have the System
// do it.
dbc::log(fmt::format("removing slot: {}", slot_id));
auto& slot_name = $slot_to_name.at(slot_id);
auto& inventory = $level.world->get_the<inventory::Model>();
inventory.remove(slot_name);

@ -1,6 +1,10 @@
#include "dinkyecs.hpp"
#include <unordered_map>
// BUG: this should have a bool for "permanent" or "constant" so that
// everything working with it knows to do the make_constant/not_constant
// dance when using it. Idea is the System:: ops for this would get it
// and then look at the bool and add the constant ops as needed.
namespace inventory {
using Slot = std::string;

@ -509,12 +509,14 @@ bool System::drop_item(GameLevel& level, Entity item) {
for(matrix::box it{map.walls(), player_pos.location.x, player_pos.location.y, 1}; it.next();)
{
Position pos{it.x, it.y};
if(map.can_move(pos.location) && !collision.occupied(pos.location)) {
world.set<Position>(item, pos);
collision.insert(pos.location, item);
// BUG: really there should be another system that handles loot->inv moves
if(player_inv.has(item)) player_inv.remove(item);
level.world->send<Events::GUI>(Events::GUI::ENEMY_SPAWN, item, {});
level.world->not_constant(item);
return true;
}
}

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