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@ -27,8 +27,7 @@ namespace gui { |
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$mini_map($level), |
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$loot_ui($level), |
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$font{FONT_FILE_NAME}, |
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$dnd_loot($status_ui, $loot_ui, $window, $router), |
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$temp_loot($level.world->entity()) |
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$dnd_loot($status_ui, $loot_ui, $window, $router) |
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{ |
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$window.setPosition({0,0}); |
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} |
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@ -67,8 +66,6 @@ namespace gui { |
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$map_ui.log(L"Welcome to the game!"); |
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$mini_map.init($main_ui.$overlay_ui.$gui); |
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$level.world->set<inventory::Model>($temp_loot, {}); |
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run_systems(); |
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state(State::IDLE); |
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@ -344,7 +341,8 @@ namespace gui { |
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autowalking = true; |
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break; |
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case KEY::L: |
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$loot_ui.set_target($temp_loot); |
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// This will go away as soon as containers work
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$loot_ui.set_target($loot_ui.$temp_loot); |
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$loot_ui.update(); |
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event(Event::LOOT_OPEN); |
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break; |
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@ -477,15 +475,12 @@ namespace gui { |
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case eGUI::LOOT_ITEM: { |
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dbc::check(world.has<components::InventoryItem>(entity), |
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"INVALID LOOT_ITEM, that entity has no InventoryItem"); |
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fmt::println("in FSM LOOT_ITEM the entity is {}", entity); |
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System::place_in_container(*$level.world, $temp_loot, "item_0", entity); |
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$loot_ui.set_target($temp_loot); |
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$loot_ui.update(); |
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$loot_ui.add_loose_item(entity); |
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event(Event::LOOT_ITEM); |
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} break; |
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case eGUI::LOOT_CONTAINER: { |
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dbc::log("YEP container works."); |
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$loot_ui.set_target($temp_loot); |
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$loot_ui.set_target($loot_ui.$temp_loot); |
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$loot_ui.update(); |
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event(Event::LOOT_OPEN); |
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} break; |
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@ -524,10 +519,6 @@ namespace gui { |
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$levels.create_level($level.world); |
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$level = $levels.next(); |
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// this has to go away, but clear out the inventory
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$temp_loot = $level.world->entity(); |
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$level.world->set<inventory::Model>($temp_loot, {}); |
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$status_ui.update_level($level); |
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$map_ui.update_level($level); |
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$mini_map.update_level($level); |
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