Display root+tree selection when aiming
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@@ -48,7 +48,7 @@ itemToBreakLists ::
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ComposedItem ->
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([(ItemStructuralFunction, ComposeLinkType)], [(ItemStructuralFunction, ComposeLinkType)])
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itemToBreakLists ci = case (itm ^. itType, ci ^. cItemFunction) of
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(HELD TORCH,_) -> (getAmmoLinks itm,[])
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(HELD TORCH, _) -> (getAmmoLinks itm, [])
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(_, WeaponPlatformSF) ->
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( getAmmoLinks itm
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, [(WeaponTargetingSF, WeaponTargetingLink), (WeaponScopeSF, WeaponScopeLink)]
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@@ -103,8 +103,11 @@ laserLinkTest :: Item -> LinkTest
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laserLinkTest itm = LTest (llleft itm) (llright itm)
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llleft :: Item -> PartiallyComposedItem -> Maybe LinkUpdate
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llleft itm = _tryLeftLink
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. uncurry useBreakL . itemToBreakLists $ CItem itm WeaponTargetingSF
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llleft itm =
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_tryLeftLink
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. uncurry useBreakL
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. itemToBreakLists
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$ CItem itm WeaponTargetingSF
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llright :: Item -> PartiallyComposedItem -> Maybe LinkUpdate
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llright itm pci = case pci ^. _1 . itType of
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@@ -179,8 +182,9 @@ invRootMap = foldMap (dtToIntMapWithRoot (^?! itLocation . ilInvID) . fmap (^. _
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-- location ids
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-- consider explicitly reseting the inventory ids (but this probably really
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-- should be done upstream anyway in the actually creature inventory)
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-- The first Int in the maybe is the root, the second the parent
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invAdj :: IM.IntMap Item -> IM.IntMap (Maybe (Int, Int), [Int], [Int])
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invAdj im = IM.unions . map g $ invLDT im
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invAdj = IM.unions . map g . invLDT
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where
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g = dtToLRAdj getid . ldtToDT
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getid (itm, _, _) =
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