Files
loop/src/Dodge/Inventory.hs
T
2022-06-22 19:31:11 +01:00

344 lines
13 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 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 %~ stopCrInvSelAction
& creatures . ix cid . crInvSel . iselPos %~ 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
stopCrInvSelAction (InvSel i a)
| i == invid = InvSel i NoInvSelAction
| otherwise = InvSel i a
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 (crSel (_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 . 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 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 = 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 . 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 . iselPos %~ (`mod` n) . subtract i
& creatures . ix (_yourID w) . crInvSel . iselAction .~ NoInvSelAction
| otherwise = w & creatures . ix (_yourID w) . crInvSel . iselPos %~ ((+n) . (`mod` numCO) . subtract (i+n))
& creatures . ix (_yourID w) . crInvSel . iselAction .~ NoInvSelAction
-- 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 . iselPos .~ ico'
& 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 w
changeAugInvSel :: Int -> World -> World
changeAugInvSel i w
| n == 0 = w
| otherwise = w & creatures . ix (_yourID w) . crInvSel . iselPos %~ (`mod` n) . subtract i
& creatures . ix (_yourID w) . crInvSel . iselAction .~ NoInvSelAction
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 = crSel 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)