Files
loop/src/Dodge/Inventory.hs
T

100 lines
3.3 KiB
Haskell

module Dodge.Inventory
where
import Dodge.Data
import Dodge.Base
import Geometry
import Data.Maybe
import Data.List
import qualified Data.IntMap.Strict as IM
--import System.Random
import Control.Lens
checkInvSlotsYou :: Item -> World -> Maybe Int
checkInvSlotsYou it w = fst <$> find cond invListSelFirst
where
cond (_,NoItem) = True
cond (_,it' ) = itNotFull it' && _itName it == _itName it'
youCr = you w
youSel = _crInvSel youCr
invList = _crInv youCr
invListSelFirst = (youSel , invList IM.! youSel) : IM.toList invList
checkInvSlots :: Item -> IM.IntMap Item -> Maybe Int
checkInvSlots it its = fmap fst $ find cond $ IM.toList its
where
cond (_,NoItem) = True
cond (_,it' ) = itNotFull it' && _itName it == _itName it'
addItem :: Item -> Item -> Item
addItem it NoItem = it
addItem _ it' = it' & itAmount +~ 1
numInventorySlots :: Int
numInventorySlots = 9
itNotFull :: Item -> Bool
itNotFull it = _itMaxStack it > _itAmount it
rmInvItem
:: Int -- ^ Creature id
-> Int -- ^ Inventory position
-> World
-> World
rmInvItem cid itid w = case w ^? creatures . ix cid . crInv . ix itid . itAmount of
Just x | x > 1 -> w & creatures . ix cid . crInv . ix itid . itAmount %~ subtract 1
_ -> w & creatures . ix cid . crInv . ix itid .~ NoItem
{- Delete a creature's selected item, the item will no longer exist. -}
rmSelectedInvItem
:: Int -- ^ Creature id
-> World
-> World
rmSelectedInvItem cid w = rmInvItem cid (_crInvSel (_creatures w IM.! cid)) w
-- for now, left are floor items, right are buttons
closestActiveObject :: World -> Maybe (Either FloorItem Button)
closestActiveObject w = listToMaybe $ sortOn (dist ypos . pos) actObjs
where
ypos = _crPos $ you w
actObjs = filter (\obj -> dist ypos (pos obj) < 40 && hasLOS ypos (pos obj) w)
$ map Left (IM.elems $ _floorItems w) ++ activeButtons -- map Right (IM.elems $ _buttons w)
pos (Right x) = _btPos x
pos (Left x) = _flItPos x
activeButtons = map Right
. filter ( (/=) BtNoLabel . _btState)
. IM.elems
$ _buttons w
updateCloseObjects :: World -> World
updateCloseObjects w = w & closeActiveObjects .~ unionBy eTest oldCloseFiltered currentClose
where
filt = filter $ \obj -> dist ypos (pos obj) < 40 && hasLOS ypos (pos obj) w
ypos = _crPos $ you w
objs = map Left (IM.elems $ _floorItems w) ++ activeButtons
activeButtons = map Right
. filter ( (/=) BtNoLabel . _btState)
. IM.elems
$ _buttons w
pos (Right x) = _btPos x
pos (Left x) = _flItPos x
eTest (Right x) (Right y) = _btID x == _btID y
eTest (Left x) (Left y) = _flItID x == _flItID y
eTest _ _ = False
currentClose = filt objs
oldClose = filt $ _closeActiveObjects w
oldCloseFiltered = intersectBy eTest oldClose currentClose
closeObjScrollDir :: Float -> World -> World
closeObjScrollDir x
| x > 0 = closeObjScrollUp
| x < 0 = closeObjScrollDown
| otherwise = id
closeObjScrollUp :: World -> World
closeObjScrollUp = over closeActiveObjects rotU
where rotU [] = []
rotU (x:xs) = xs ++ [x]
closeObjScrollDown :: World -> World
closeObjScrollDown = over closeActiveObjects rotD
where rotD [] = []
rotD xs = last xs : init xs