{-# LANGUAGE TupleSections #-} module Dodge.Inventory ( checkInvSlotsYou , rmSelectedInvItem , invSelPos , invSelSize , selNumPos , selNumTextPos , selNumCol , selNumSlots , selNumMidHeight , augmentedInvSizes , rmInvItem , updateCloseObjects , updateRBList , updateTerminal , closeObjScrollDir , closeObjectCol -- , swapInvDir , changeInvSel , changeSwapInvSel , changeAugInvSel , crNumFreeSlots , crInvSize , selectedCloseObject ) where import Dodge.Data import Dodge.Inventory.CloseObject import Dodge.Inventory.CheckSlots import Dodge.Inventory.ItemSpace import Dodge.Base import Geometry --import FoldableHelp import Padding import Color import qualified IntMapHelp as IM import ListHelp import LensHelp --import qualified Data.IntSet as IS import qualified Data.Map.Strict as M --import qualified Data.Set as S import Data.Maybe --import qualified Data.Text as T --import SDL --import Data.List --import System.Random -- | after this the item at the inventory position will no longer exist rmInvItem :: Int -- ^ Creature id -> Int -- ^ Inventory position -> World -> World rmInvItem cid invid w = case w ^? creatures . ix cid . crInv . ix invid . itConsumption . icAmount of Just x | x > 1 -> w & creatures . ix cid . crInv . ix invid . itConsumption . icAmount %~ subtract 1 _ -> w & creatures . ix cid . crInv %~ f & creatures . ix cid . crInvSel %~ g & creatures . ix cid . crLeftInvSel %~ g' & removeAnySlotEquipment & dounequipfunction & doanyitemeffect & creatures . ix cid . crInvEquipped %~ IM.delete invid & creatures . ix cid . crInvEquipped %~ IM.mapKeys g -- TODO check whether this can be mapKeysMonotonic where cr = _creatures w IM.! cid itm = _crInv cr IM.! invid dounequipfunction = fromMaybe id $ do rmf <- itm ^? itUse . eqEq . eqOnRemove return $ rmf itm cr doanyitemeffect = fromMaybe id $ do rmf <- itm ^? itEffect . ieDrop return $ rmf itm cr removeAnySlotEquipment = case w ^? creatures . ix cid . crInvEquipped . ix invid of Just epos -> creatures . ix cid . crEquipment . at epos .~ Nothing Nothing -> id maxk = fmap fst $ IM.lookupMax $ _crInv $ _creatures w IM.! cid f inv = let (xs,ys) = IM.split invid inv in xs `IM.union` IM.mapKeys (subtract 1) ys g x | x > invid || Just x == maxk = max 0 $ x - 1 | otherwise = x g' Nothing = Nothing g' (Just x) | x == invid = Nothing | x > invid || Just x == maxk = Just $ max 0 $ x - 1 | otherwise = Just x rmSelectedInvItem :: Int -> World -> World rmSelectedInvItem cid w = rmInvItem cid (_crInvSel (_creatures w IM.! cid)) w augmentedInvSizes :: World -> IM.IntMap Int augmentedInvSizes = bimapAugmentInv itSlotsTaken closeObjectSize bimapAugmentInv :: (Item -> a) -> (Either FloorItem Button -> a) -> World -> IM.IntMap a bimapAugmentInv f g w = IM.union (f <$> yourInv w) (IM.fromAscList $ zip [length (yourInv w) ..] $ map g $ _closeObjects w) invSelSize :: Int -> World -> Int invSelSize i w = fromMaybe 1 $ augmentedInvSizes w IM.!? i closeObjectSize :: Either FloorItem Button -> Int closeObjectSize e = case e of Left flit -> itSlotsTaken $ _flIt flit Right _ -> 1 closeObjectCol :: Either FloorItem Button -> Color closeObjectCol e = case e of Left flit -> _itInvColor $ _flIt flit Right _ -> yellow selNumSlots :: Int -> World -> Int selNumSlots i w = fromMaybe 1 $ augmentedInvSizes w IM.!? i selNumPos :: Int -> World -> Int selNumPos i w = splitgap + (foldl' (+) 0 . fst $ IM.split i (augmentedInvSizes w)) where splitgap | i < length (yourInv w) = 0 | otherwise = 1 selNumTextPos :: Configuration -> World -> Int -> Point2 selNumTextPos cfig w i = V2 (150 - hw) ( hh - (20 * fromIntegral ipos + 20)) where hh = halfHeight cfig hw = halfWidth cfig ipos = selNumPos i w selNumMidHeight :: Configuration -> World -> Int -> Point2 selNumMidHeight cfig w i = V2 (150 - hw) ( hh + bump - (20 * fromIntegral ipos + 7.5)) where hh = halfHeight cfig hw = halfWidth cfig ipos = selNumPos i w bump = negate $ 10 * fromIntegral (selNumSlots i w) selNumCol :: Int -> World -> Color selNumCol i w = fromMaybe white $ bimapAugmentInv _itInvColor closeObjectCol w IM.!? i invSelPos :: World -> Int invSelPos w = splitgap + (foldl' (+) 0 . fst $ IM.split invsel (augmentedInvSizes w)) where invsel = yourInvSel w splitgap | invsel < length (yourInv w) = 0 | otherwise = 1 updateTerminal :: World -> World updateTerminal = checkTermDist checkTermDist :: World -> World checkTermDist w = case w ^? hud . hudElement . subInventory . termID of Just tmid -> fromMaybe (w & hud . hudElement .~ DisplayInventory NoSubInventory) $ do btid <- w ^? terminals . ix tmid . tmButtonID btpos <- w ^? buttons . ix btid . btPos if dist btpos (_crPos $ you w) < 40 then Just w else Nothing Nothing -> w -- this looks ugly... updateCloseObjects :: World -> World updateCloseObjects w = w & closeObjects .~ unionBy closeObjEq oldCloseFiltered currentClose & creatures . ix (_yourID w) . crInvSel %~ updateinvsel where updateinvsel curinvsel | length (augmentedInvSizes w) <= curinvsel = max 0 $ length (augmentedInvSizes w) - 1 | otherwise = curinvsel filt = filter $ \obj -> dist ypos (closeObjPos obj) < 40 && hasButtonLOS ypos (closeObjPos obj) w ypos = _crPos $ you w activeButtons = map Right . filter ( (/=) BtNoLabel . _btState) . IM.elems $ _buttons w currentClose = filt $ map Left (IM.elems $ _floorItems w) ++ activeButtons oldClose = filt $ mapMaybe updatebyid $ _closeObjects w oldCloseFiltered = intersectBy closeObjEq oldClose currentClose updatebyid (Left flid) = fmap Left $ w ^? floorItems . ix (_flItID flid) updatebyid (Right btid) = fmap Right $ w ^? buttons . ix (_btID btid) updateRBList :: World -> World updateRBList w | w ^? rbOptions . opCurInvPos == Just curinvid = w & setEquipAllocation & setEquipActivation | otherwise = case cr ^? crInv . ix curinvid . itUse . eqEq . eqSite of Just esite -> w & rbOptions .~ EquipOptions (equipSiteToPositions esite) (chooseEquipmentPosition cr (equipSiteToPositions esite)) curinvid DoNotMoveEquipment NoChangeActivateEquipment & setEquipAllocation & setEquipActivation Nothing -> w & rbOptions .~ NoRightButtonOptions -- | otherwise = w & rbOptions .~ NoRightButtonOptions where curinvid = _crInvSel cr cr = you w chooseEquipmentPosition :: Creature -> [EquipPosition] -> Int chooseEquipmentPosition cr eps = fromMaybe (chooseFreeSite cr eps) $ do ep <- cr ^? crInvEquipped . ix (_crInvSel cr) elemIndex ep eps chooseFreeSite :: Creature -> [EquipPosition] -> Int chooseFreeSite cr = fromMaybe 0 . findIndex hasnoequipment where hasnoequipment ep = isNothing $ cr ^? crEquipment . ix ep setEquipAllocation :: World -> World setEquipAllocation w = case _rbOptions w of EquipOptions {_opEquip = es,_opSel=i} -> case you w ^? crInvEquipped . ix (_crInvSel (you w)) of Just epos | es !! i == epos -> w & rbOptions . opAllocateEquipment .~ RemoveEquipment {_allocOldPos = epos} Just epos | isJust (you w ^? crEquipment . ix (es !! i)) -> w & rbOptions . opAllocateEquipment .~ SwapEquipment {_allocOldPos = epos ,_allocNewPos = es !! i ,_allocSwapID = _crEquipment (you w) M.! (es !! i) } Just epos -> w & rbOptions . opAllocateEquipment .~ MoveEquipment {_allocOldPos = epos ,_allocNewPos = es !! i } Nothing | isJust (you w ^? crEquipment . ix (es !! i)) -> w & rbOptions . opAllocateEquipment .~ ReplaceEquipment {_allocNewPos = es !! i ,_allocRemoveID = _crEquipment (you w) M.! (es !! i) } Nothing -> w & rbOptions . opAllocateEquipment .~ PutOnEquipment {_allocNewPos = es !! i} _ -> w -- where -- curpos = invSelPos w setEquipActivation :: World -> World setEquipActivation w = case w ^? rbOptions . opAllocateEquipment of Just DoNotMoveEquipment -> w Just RemoveEquipment { } -> case _crLeftInvSel (you w) of Just i | i == invsel -> w & rbOptions . opActivateEquipment .~ DeactivateEquipment {_deactivateEquipment = i} _ -> w & rbOptions . opActivateEquipment .~ NoChangeActivateEquipment Just rbos -> case _crLeftInvSel (you w) of Just i | i == invsel -> w & rbOptions . opActivateEquipment .~ NoChangeActivateEquipment Just i | invselcanactivate -> w & rbOptions . opActivateEquipment .~ ActivateDeactivateEquipment {_activateEquipment = invsel,_deactivateEquipment = i} Just i | Just i == rbos ^? allocRemoveID -> w & rbOptions . opActivateEquipment .~ DeactivateEquipment i Just _ -> w & rbOptions . opActivateEquipment .~ NoChangeActivateEquipment Nothing | invselcanactivate -> w & rbOptions . opActivateEquipment .~ ActivateEquipment {_activateEquipment = invsel} Nothing -> w & rbOptions . opActivateEquipment .~ NoChangeActivateEquipment Nothing -> w & rbOptions . opActivateEquipment .~ NoChangeActivateEquipment where invsel = _crInvSel (you w) invselcanactivate = isJust (you w ^? crInv . ix invsel . itUse . lUse) equipSiteToPositions :: EquipSite -> [EquipPosition] equipSiteToPositions es = case es of GoesOnHead -> [OnHead] GoesOnChest -> [OnChest] GoesOnBack -> [OnBack] GoesOnWrist -> [OnLeftWrist,OnRightWrist] GoesOnLegs -> [OnLegs] GoesOnSpecial -> [OnSpecial] closeObjScrollDir :: Float -> World -> World closeObjScrollDir x | x > 0 = over closeObjects rotU | x < 0 = over closeObjects rotD | otherwise = id changeInvSel :: Int -> World -> World changeInvSel i w | n == 0 = w | yourInvSel w < n = w & creatures . ix (_yourID w) . crInvSel %~ (`mod` n) . subtract i | otherwise = w & creatures . ix (_yourID w) . crInvSel %~ ((+n) . (`mod` numCO) . subtract (i+n)) -- arguably this should jump the invpos into the inventory proper where n = length $ _crInv $ _creatures w IM.! _yourID w numCO = length $ _closeObjects w changeSwapInvSel :: Int -> World -> World changeSwapInvSel k w | n == 0 = w | yourInvSel w < n = w & creatures . ix (_yourID w) %~ updatecreature | otherwise = w & creatures . ix (_yourID w) . crInvSel .~ ico' & closeObjects %~ swapIndices (i - n) (ico' - n) where updatecreature = ( crInv %~ IM.safeSwapKeys (i `mod` n) swapi ) . (crLeftInvSel . _Just %~ updateLeftInvSel) . (crInvSel %~ (`mod` n) . subtract k) . (crInvEquipped %~ IM.safeSwapKeys i swapi) . swapSite i swapi . swapSite swapi i swapSite a b = case cr ^? crInvEquipped . ix a of Just epos -> crEquipment . ix epos .~ b Nothing -> id cr = you w swapi = (i - k) `mod` n updateLeftInvSel li | i == li = swapi | swapi == li = i | otherwise = li i = _crInvSel cr ico' = ( (i - (k+n)) `mod` numCO ) + n n = length $ _crInv cr numCO = length $ _closeObjects w changeAugInvSel :: Int -> World -> World changeAugInvSel i w | n == 0 = w | otherwise = w & creatures . ix (_yourID w) . crInvSel %~ (`mod` n) . subtract i where n = length (yourInv w) + length (_closeObjects w) bestCloseObjectIndex :: World -> Maybe Int bestCloseObjectIndex w = findIndex f $ _closeObjects w where f (Right _) = True f (Left flit) = itSlotsTaken (_flIt flit) <= _crInvCapacity ycr - crInvSize ycr ycr = you w selectedCloseObject :: World -> Maybe (Int,Either FloorItem Button) selectedCloseObject w | invsel >= length inv = selectNthCloseObject w (invsel - length inv) | otherwise = selectNthCloseObject w =<< bestCloseObjectIndex w where invsel = _crInvSel cr cr = you w inv = _crInv cr selectNthCloseObject :: World -> Int -> Maybe (Int,Either FloorItem Button) selectNthCloseObject w n = (length (yourInv w) + n,) <$> (_closeObjects w !? n)