Files
loop/src/Dodge/Inventory.hs
T

394 lines
14 KiB
Haskell

{-# LANGUAGE TupleSections #-}
module Dodge.Inventory (
checkInvSlotsYou,
rmSelectedInvItem,
invSelPos,
invSelSize,
selNumPos,
selNumTextPos,
selNumCol,
selNumSlots,
selNumMidHeight,
augmentedInvSizes,
rmInvItem,
updateCloseObjects,
updateRBList,
updateTerminal,
closeObjScrollDir,
closeObjectCol,
changeInvSel,
changeSwapInvSel,
changeAugInvSel,
crNumFreeSlots,
crInvSize,
selectedCloseObject,
) where
import Color
import qualified Data.Map.Strict as M
import Data.Maybe
import Dodge.Base
import Dodge.Data.Universe
import Dodge.Euse
import Dodge.Inventory.CheckSlots
import Dodge.Inventory.CloseObject
import Dodge.Inventory.ItemSpace
import Dodge.ItEffect
import Geometry
import qualified IntMapHelp as IM
import LensHelp
import ListHelp
import Padding
-- | 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 ^? cWorld . creatures . ix cid . crInv . ix invid . itUse . useAmount of
Just x | x > 1 -> w & cWorld . creatures . ix cid . crInv . ix invid . itUse . useAmount %~ subtract 1
_ ->
w
& cWorld . creatures . ix cid . crInv %~ f
& cWorld . creatures . ix cid . crInvSel %~ stopCrInvSelAction
& cWorld . creatures . ix cid . crInvSel . iselPos %~ g
& cWorld . creatures . ix cid . crLeftInvSel %~ g'
& removeAnySlotEquipment
& dounequipfunction
& doanyitemeffect
& cWorld . creatures . ix cid . crInvEquipped %~ IM.delete invid
& cWorld . creatures . ix cid . crInvEquipped %~ IM.mapKeys g
where
-- TODO check whether this can be mapKeysMonotonic
stopCrInvSelAction (InvSel i a)
| i == invid = InvSel i NoInvSelAction
| otherwise = InvSel i a
cr = _creatures (_cWorld w) IM.! 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 = case w ^? cWorld . creatures . ix cid . crInvEquipped . ix invid of
Just epos -> cWorld . creatures . ix cid . crEquipment . at epos .~ Nothing
Nothing -> id
maxk = fmap fst $ IM.lookupMax $ _crInv $ _creatures (_cWorld 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 (crSel (_creatures (_cWorld 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 (_cWorld 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 ^? cWorld . hud . hudElement . subInventory . termID of
Just tmid -> fromMaybe (w & cWorld . hud . hudElement .~ DisplayInventory NoSubInventory) $ do
btid <- w ^? cWorld . terminals . ix tmid . tmButtonID
btpos <- w ^? cWorld . 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
& cWorld . closeObjects .~ unionBy closeObjEq oldCloseFiltered currentClose
& cWorld . creatures . ix (_yourID (_cWorld w)) . crInvSel . iselPos %~ 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 (_cWorld w)
currentClose = filt $ map Left (IM.elems $ _floorItems (_cWorld w)) ++ activeButtons
oldClose = filt $ mapMaybe updatebyid $ _closeObjects (_cWorld w)
oldCloseFiltered = intersectBy closeObjEq oldClose currentClose
updatebyid (Left flid) = fmap Left $ w ^? cWorld . floorItems . ix (_flItID flid)
updatebyid (Right btid) = fmap Right $ w ^? cWorld . buttons . ix (_btID btid)
updateRBList :: World -> World
updateRBList w
| w ^? rbOptions . opCurInvPos == Just curinvid =
w & setEquipAllocation & setEquipActivation
| otherwise = case cr ^? crInv . ix curinvid . itUse . equipEffect . eeSite of
Just esite ->
w
& rbOptions
.~ EquipOptions
(equipSiteToPositions esite)
(chooseEquipmentPosition cr (equipSiteToPositions esite))
curinvid
DoNotMoveEquipment
NoChangeActivateEquipment
& setEquipAllocation
& setEquipActivation
Nothing -> w & rbOptions .~ NoRightButtonOptions
where
-- | otherwise = w & rbOptions .~ NoRightButtonOptions
curinvid = crSel cr
cr = you w
chooseEquipmentPosition :: Creature -> [EquipPosition] -> Int
chooseEquipmentPosition cr eps = fromMaybe (chooseFreeSite cr eps) $ do
ep <- cr ^? crInvEquipped . ix (crSel 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 (crSel (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 = crSel (you w)
invselcanactivate = isJust (you w ^? crInv . ix invsel . itUse . leftUse)
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 (cWorld . closeObjects) rotU
| x < 0 = over (cWorld . closeObjects) rotD
| otherwise = id
changeInvSel :: Int -> World -> World
changeInvSel i w
| n == 0 = w
| yourInvSel w < n =
w
& cWorld . creatures . ix (_yourID (_cWorld w)) . crInvSel . iselPos %~ (`mod` n) . subtract i
& cWorld . creatures . ix (_yourID (_cWorld w)) . crInvSel . iselAction .~ NoInvSelAction
| otherwise =
w
& cWorld . creatures . ix (_yourID (_cWorld w)) . crInvSel . iselPos %~ ((+ n) . (`mod` numCO) . subtract (i + n))
& cWorld . creatures . ix (_yourID (_cWorld w)) . crInvSel . iselAction .~ NoInvSelAction
where
-- arguably this should jump the invpos into the inventory proper
n = length $ _crInv $ _creatures (_cWorld w) IM.! _yourID (_cWorld w)
numCO = length $ _closeObjects (_cWorld w)
changeSwapInvSel :: Int -> World -> World
changeSwapInvSel k w
| n == 0 = w
| yourInvSel w < n =
w
& cWorld . creatures . ix (_yourID (_cWorld w)) %~ updatecreature
| otherwise =
w
& cWorld . creatures . ix (_yourID (_cWorld w)) . crInvSel . iselPos .~ ico'
& cWorld . closeObjects %~ swapIndices (i - n) (ico' - n)
where
updatecreature =
(crInv %~ IM.safeSwapKeys (i `mod` n) swapi)
. (crLeftInvSel . _Just %~ updateLeftInvSel)
. (crInvSel . iselPos %~ (`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 = crSel cr
ico' = ((i - (k + n)) `mod` numCO) + n
n = length $ _crInv cr
numCO = length $ _closeObjects (_cWorld w)
changeAugInvSel :: Int -> World -> World
changeAugInvSel i w
| n == 0 = w
| otherwise =
w
& cWorld . creatures . ix (_yourID (_cWorld w)) . crInvSel . iselPos %~ (`mod` n) . subtract i
& cWorld . creatures . ix (_yourID (_cWorld w)) . crInvSel . iselAction .~ NoInvSelAction
where
n = length (yourInv w) + length (_closeObjects (_cWorld w))
bestCloseObjectIndex :: World -> Maybe Int
bestCloseObjectIndex w = findIndex f $ _closeObjects (_cWorld 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 = crSel cr
cr = you w
inv = _crInv cr
selectNthCloseObject :: World -> Int -> Maybe (Int, Either FloorItem Button)
selectNthCloseObject w n = (length (yourInv w) + n,) <$> (_closeObjects (_cWorld w) !? n)