--{-# LANGUAGE TupleSections #-} module Dodge.Inventory ( checkInvSlotsYou, rmSelectedInvItem, rmInvItem, updateCloseObjects, updateRBList, closeObjScrollDir, changeSwapSel, scrollAugInvSel, crNumFreeSlots, crInvSize, selectedCloseObject, setInvPosFromSS, ) where import Control.Applicative import qualified Data.Map.Strict as M import Data.Maybe import Dodge.Base import Dodge.Data.SelectionList import Dodge.Data.World import Dodge.DisplayInventory import Dodge.Euse import Dodge.Inventory.CheckSlots import Dodge.Inventory.CloseObject import Dodge.ItEffect import Dodge.Reloading import Dodge.SelectionSections import Geometry import qualified IntMapHelp as IM import LensHelp import ListHelp import Padding -- TODO check what happens to selection index when dropping non-selected items -- | after this the item at the inventory position will no longer exist rmInvItem :: -- | Creature id Int -> -- | Inventory position Int -> World -> World rmInvItem cid invid w = case w ^? getcid . crInv . ix invid . itUse . useAmount of Just x | x > 1 -> w & pointcid . crInv . ix invid . itUse . useAmount -~ 1 & worldEventFlags . at InventoryChange ?~ () _ -> w & pointcid %~ crCancelReloading & removeAnySlotEquipment -- the ordering & dounequipfunction -- of these is & pointcid . crInv %~ f -- important & pointcid . crLeftInvSel . lisMPos %~ g' & doanyitemeffect & pointcid . crInvEquipped %~ IM.delete invid & pointcid . crInvEquipped %~ IM.mapKeys g & updateselection & worldEventFlags . at InventoryChange ?~ () where getcid = cWorld . lWorld . creatures . ix cid pointcid = cWorld . lWorld . creatures . ix cid updateselection | cid == 0 && cr ^? crManipulation . manObject . inInventory . ispItem == Just invid = scrollAugInvSel (-1) . scrollAugInvSel 1 . updateInventorySectionItems | otherwise = pointcid . crManipulation . manObject . inInventory . ispItem %~ g cr = w ^?! cWorld . lWorld . creatures . ix cid itm = _crInv cr IM.! invid dounequipfunction = fromMaybe id $ do rmf <- itm ^? itUse . equipEffect . eeOnRemove return $ useE rmf itm cr doanyitemeffect = fromMaybe id $ do rmf <- itm ^? itEffect . ieOnDrop return $ doInvEffect rmf itm cr removeAnySlotEquipment = fromMaybe id $ do epos <- w ^? cWorld . lWorld . creatures . ix cid . crInvEquipped . ix invid return $ pointcid . crEquipment . at epos .~ Nothing maxk = fmap fst $ IM.lookupMax $ cr ^. crInv f inv = let (xs, ys) = IM.split invid inv in xs `IM.union` IM.mapKeysMonotonic (subtract 1) ys -- the following might not work if a non-player creature drops their last item 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 = case w ^? cWorld . lWorld . creatures . ix cid . crManipulation . manObject . inInventory . ispItem of Just i -> rmInvItem cid i w Nothing -> w -- this looks ugly... updateCloseObjects :: World -> World updateCloseObjects w = w & hud . closeObjects .~ newcloseobjects & updatecursorposifnecessary where newcloseobjects = unionBy closeObjEq oldCloseFiltered currentClose updatecursorposifnecessary = case w ^? cWorld . lWorld . creatures . ix 0 . crManipulation . manObject . inNearby . ispCloseObject of Just i | i >= length newcloseobjects -> scrollAugInvSel 1 | isNothing (w ^? hud . hudElement . diSections . sssSections . ix 3 . ssItems . ix i) -> scrollAugInvSel (-1) _ -> id 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 $ w ^. cWorld . lWorld . buttons currentClose = filt $ map Left (IM.elems $ w ^. cWorld . lWorld . floorItems) ++ activeButtons oldClose = filt $ mapMaybe updatebyid $ w ^. hud . closeObjects oldCloseFiltered = intersectBy closeObjEq oldClose currentClose updatebyid (Left flid) = fmap Left $ w ^? cWorld . lWorld . floorItems . ix (_flItID flid) updatebyid (Right btid) = fmap Right $ w ^? cWorld . lWorld . buttons . ix (_btID btid) updateRBList :: World -> World updateRBList w | w ^? rbOptions . opItemID == mcurrentitemid = w & setEquipAllocationActivation | otherwise = fromMaybe (w & rbOptions .~ NoRightButtonOptions) $ do i <- cr ^? crManipulation . manObject . inInventory . ispItem esite <- cr ^? crInv . ix i . itUse . equipEffect . eeSite itid <- mcurrentitemid return $ w & rbOptions .~ EquipOptions { _opEquip = equipSiteToPositions esite , _opSel = chooseEquipmentPosition cr (equipSiteToPositions esite) , _opItemID = itid , _opAllocateEquipment = DoNotMoveEquipment , _opActivateEquipment = NoChangeActivateEquipment } & setEquipAllocationActivation where mcurrentitemid = do i <- cr ^? crManipulation . manObject . inInventory . ispItem cr ^? crInv . ix i . itID cr = you w chooseEquipmentPosition :: Creature -> [EquipPosition] -> Int chooseEquipmentPosition cr eps = fromMaybe (chooseFreeSite cr eps) $ do i <- cr ^? crManipulation . manObject . inInventory . ispItem ep <- cr ^? crInvEquipped . ix i elemIndex ep eps chooseFreeSite :: Creature -> [EquipPosition] -> Int chooseFreeSite cr = fromMaybe 0 . findIndex hasnoequipment where hasnoequipment ep = isNothing $ cr ^? crEquipment . ix ep setEquipAllocationActivation :: World -> World setEquipAllocationActivation = setEquipActivation . setEquipAllocation setEquipAllocation :: World -> World setEquipAllocation w = fromMaybe w $ do curpos <- you w ^? crManipulation . manObject . inInventory . ispItem i <- w ^? rbOptions . opSel es <- w ^? rbOptions . opEquip . ix i return $ w & rbOptions . opAllocateEquipment .~ case you w ^? crInvEquipped . ix curpos of Just epos | es == epos -> RemoveEquipment{_allocOldPos = epos} Just epos | isJust (you w ^? crEquipment . ix es) -> SwapEquipment { _allocOldPos = epos , _allocNewPos = es , _allocSwapID = _crEquipment (you w) M.! es } Just epos -> MoveEquipment { _allocOldPos = epos , _allocNewPos = es } Nothing | isJust (you w ^? crEquipment . ix es) -> ReplaceEquipment { _allocNewPos = es , _allocRemoveID = _crEquipment (you w) M.! es } Nothing -> PutOnEquipment{_allocNewPos = es} setEquipActivation :: World -> World setEquipActivation w = case w ^? rbOptions . opAllocateEquipment of Just DoNotMoveEquipment -> w Just RemoveEquipment{} -> case you w ^. crLeftInvSel . lisMPos of Just i | Just i == minvsel -> w & rbOptions . opActivateEquipment .~ DeactivateEquipment { _deactivateEquipment = i } _ -> w & rbOptions . opActivateEquipment .~ NoChangeActivateEquipment Just rbos -> case you w ^. crLeftInvSel . lisMPos of Just i | Just i == minvsel -> w & rbOptions . opActivateEquipment .~ NoChangeActivateEquipment Just i | invselcanactivate -> w & rbOptions . opActivateEquipment .~ ActivateDeactivateEquipment { _activateEquipment = fromJust minvsel , _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 = fromJust minvsel } Nothing -> w & rbOptions . opActivateEquipment .~ NoChangeActivateEquipment Nothing -> w & rbOptions . opActivateEquipment .~ NoChangeActivateEquipment where minvsel = cr ^? crManipulation . manObject . inInventory . ispItem cr = you w invselcanactivate = isJust $ do i <- minvsel return $ cr ^? crInv . ix i . itUse . leftUse equipSiteToPositions :: EquipSite -> [EquipPosition] equipSiteToPositions es = case es of GoesOnHead -> [OnHead] GoesOnChest -> [OnChest] GoesOnBack -> [OnBack] GoesOnWrist -> [OnLeftWrist, OnRightWrist] GoesOnLegs -> [OnLegs] closeObjScrollDir :: Float -> World -> World closeObjScrollDir x | x > 0 = over (hud . closeObjects) rotU | x < 0 = over (hud . closeObjects) rotD | otherwise = id changeSwapSel :: Int -> World -> World changeSwapSel yi w | yi == 0 = w | yi > 0 = foldr ($) w $ replicate yi (changeSwapWith $ f IM.cycleLT) | otherwise = foldr ($) w $ replicate (negate yi) (changeSwapWith $ f IM.cycleGT) where f g i m = fst <$> g i m changeSwapClose :: (Int -> IM.IntMap (SelectionItem ()) -> Maybe Int) -> Int -> World -> World changeSwapClose f i w = fromMaybe w $ do ss <- w ^? hud . hudElement . diSections . sssSections . ix 3 . ssItems k <- f i ss return $ w & cWorld . lWorld . creatures . ix 0 . crManipulation . manObject . inNearby . ispCloseObject .~ k & hud . closeObjects %~ swapIndices i k & hud . hudElement . diSections . sssExtra . sssSelPos . _Just . _2 .~ k & worldEventFlags . at InventoryChange ?~ () changeSwapInv :: (Int -> IM.IntMap (SelectionItem ()) -> Maybe Int) -> Int -> World -> World changeSwapInv f i w = fromMaybe w $ do ss <- w ^? hud . hudElement . diSections . sssSections . ix 0 . ssItems k <- f i ss return $ w & cWorld . lWorld . creatures . ix 0 %~ updatecreature k & hud . hudElement . diSections . sssExtra . sssSelPos . _Just . _2 .~ k & worldEventFlags . at InventoryChange ?~ () where updateLeftInvSel k li | i == li = k | k == li = i | otherwise = li updatecreature k = (crInv %~ IM.safeSwapKeys i k) . (crLeftInvSel . lisMPos . _Just %~ updateLeftInvSel k) . (crManipulation . manObject . inInventory . ispItem .~ k) . (crInvEquipped %~ IM.safeSwapKeys i k) . swapSite i k . swapSite k i cr = you w swapSite a b = case cr ^? crInvEquipped . ix a of Just epos -> crEquipment . ix epos .~ b Nothing -> id changeSwapWith :: (Int -> IM.IntMap (SelectionItem ()) -> Maybe Int) -> World -> World changeSwapWith f w = case w ^? hud . hudElement . diSections . sssExtra . sssSelPos . _Just of Just (0, i) -> w & changeSwapInv f i Just (3, i) -> w & changeSwapClose f i _ -> w scrollAugInvSel :: Int -> World -> World scrollAugInvSel yi w | yi == 0 = w | otherwise = w & hud . hudElement . diSections %~ scrollSelectionSections yi & worldEventFlags . at InventoryChange ?~ () & setInvPosFromSS setInvPosFromSS :: World -> World setInvPosFromSS w = w & cWorld . lWorld . creatures . ix 0 . crManipulation . manObject .~ thesel where thesel = fromMaybe SelNothing $ do sss <- w ^? hud . hudElement . diSections (i, j) <- sss ^? sssExtra . sssSelPos . _Just case i of (-1) -> Just $ InInventory SortInventory 0 -> Just $ InInventory (SelItem j NoInvSelAction) 1 -> Just SelNothing 2 -> Just $ InNearby SortNearby 3 -> Just $ InNearby $ SelCloseObject j _ -> error "selection out of bounds" selectedCloseObject :: World -> Maybe (Either FloorItem Button) selectedCloseObject w = do i <- you w ^? crManipulation . manObject . inNearby . ispCloseObject <|> fmap fst (IM.lookupMin =<< w ^? hud . hudElement . diSections . sssSections . ix 3 . ssItems) w ^? hud . closeObjects . ix i