Files
loop/src/Dodge/Inventory.hs
T

210 lines
6.8 KiB
Haskell

--{-# LANGUAGE TupleSections #-}
module Dodge.Inventory (
rmInvItem,
destroyInvItem,
updateCloseObjects,
changeSwapSel,
augInvDirectSelect,
scrollAugInvSel,
crNumFreeSlots,
setInvPosFromSS,
module Dodge.Inventory.RBList,
swapInvItems,
scrollAugNextInSection,
swapItemWith,
) where
import Data.Function
import qualified Data.IntSet as IS
import Data.Maybe
import Dodge.Base
import Dodge.Data.SelectionList
import Dodge.Data.World
import Dodge.Euse
import Dodge.Inventory.CheckSlots
import Dodge.Inventory.Location
import Dodge.Inventory.RBList
import Dodge.Inventory.Swap
import Dodge.SelectionSections
import Geometry
import qualified IntMapHelp as IM
import LensHelp
import ListHelp
import NewInt
-- TODO check what happens to selection index when dropping non-selected items
-- should consider never fully destroying items, but assigning a flag saying how
-- they were moved from play
destroyInvItem ::
Int ->
-- | Inventory position
Int ->
World ->
World
destroyInvItem cid invid w =
rmInvItem cid invid w & removeitloc
& removeithotkey
where
removeitloc = fromMaybe id $ do
itid <- w ^? cWorld . lWorld . creatures . ix cid . crInv . ix invid . itID . unNInt
return $ cWorld . lWorld . itemLocations . at itid .~ Nothing
removeithotkey = fromMaybe id $ do
itid <- w ^? cWorld . lWorld . creatures . ix cid . crInv . ix invid . itID . unNInt
hk <- w ^? cWorld . lWorld . imHotkeys . unNIntMap . ix itid
return $
(cWorld . lWorld . imHotkeys . unNIntMap . at itid .~ Nothing)
. (cWorld . lWorld . hotkeys . at hk .~ Nothing)
-- | 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 =
w
& dounequipfunction --the ordering of these is
& pointcid . crInv %~ f -- important
& removeAnySlotEquipment
& pointcid . crEquipment . each %~ g
& updateselection
& updateselectionextra
& pointcid %~ updateRootItemID
& worldEventFlags . at InventoryChange ?~ ()
where
pointcid = cWorld . lWorld . creatures . ix cid
updateselectionextra
| cid == 0 = hud . hudElement . diSelection . _Just . _3 %~ const mempty
| otherwise = id
updateselection
| cid == 0 && cr ^? crManipulation . manObject . imSelectedItem == Just invid =
scrollAugInvSel (-1) . scrollAugInvSel 1
| otherwise =
pointcid . crManipulation . manObject . imSelectedItem %~ g
cr = w ^?! cWorld . lWorld . creatures . ix cid
itm = _crInv cr IM.! invid
dounequipfunction = fromMaybe id $ do
rmf <- itm ^? itUse . uequipEffect . eeOnRemove
return $ doItmCrWdWd rmf itm cr
removeAnySlotEquipment = fromMaybe id $ do
epos <-
w
^? cWorld . lWorld . creatures . ix cid . crInv . ix invid
. itLocation
. ilEquipSite
. _Just
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
-- this looks ugly...
updateCloseObjects :: World -> World
updateCloseObjects w =
w
& hud . closeItems %~ f
& hud . closeButtons %~ g
where
g oldbts = intersect oldbts cbts `union` cbts
f olditems = intersect olditems citems `union` citems
cbts = _btID <$> filter (isclose . _btPos) activeButtons
citems =
fmap _flItID
. filter (isclose . _flItPos)
. IM.elems
$ w ^. cWorld . lWorld . floorItems . unNIntMap
isclose pos = dist ypos pos < 40 && hasButtonLOS ypos pos w
ypos = _crPos $ you w
activeButtons =
filter ((/=) BtInactive . _btState)
. IM.elems
$ w ^. cWorld . lWorld . buttons
changeSwapSel :: Int -> World -> World
changeSwapSel yi w
| yi >= 0 = foldl' (&) w $ replicate yi (changeSwapWith $ f IM.cycleLT)
| otherwise = foldl' (&) w $ replicate (negate yi) (changeSwapWith $ f IM.cycleGT)
where
f g i m = fst <$> g i m
changeSwapOther ::
((Int -> Identity Int) -> ManipulatedObject -> Identity ManipulatedObject) ->
Int ->
(Int -> IM.IntMap (SelectionItem ()) -> Maybe Int) ->
Int ->
World ->
World
changeSwapOther manlens n f i w = fromMaybe w $ do
ss <- w ^? hud . hudElement . diSections . ix n . ssItems
k <- f i ss
let doswap j
| j == i = k
| j == k = i
| otherwise = j
return $
w
& swapAnyExtraSelection i k
& cWorld . lWorld . creatures . ix 0 . crManipulation . manObject . manlens
%~ doswap
& hud . closeItems %~ swapIndices i k
& hud . hudElement . diSelection . _Just . _2 %~ doswap
& worldEventFlags . at InventoryChange ?~ ()
swapItemWith ::
(Int -> IM.IntMap (SelectionItem ()) -> Maybe Int) ->
(Int, Int) ->
World ->
World
swapItemWith f (j, i) w = case j of
0 -> w & swapInvItems f i
3 -> w & changeSwapOther ispCloseItem 3 f i
5 -> w & changeSwapOther ispCloseButton 5 f i
_ -> w
changeSwapWith :: (Int -> IM.IntMap (SelectionItem ()) -> Maybe Int) -> World -> World
changeSwapWith f w = case w ^? hud . hudElement . diSelection . _Just of
Just (0, i, _) -> w & swapInvItems f i
Just (3, i, _) -> w & changeSwapOther ispCloseItem 3 f i
Just (5, i, _) -> w & changeSwapOther ispCloseButton 5 f i
_ -> w
augInvDirectSelect :: (Int, Int, IS.IntSet) -> World -> World
augInvDirectSelect sel w =
w
& hud . hudElement . diSelection ?~ sel
& worldEventFlags . at InventoryChange ?~ ()
& setInvPosFromSS
& cWorld . lWorld %~ crUpdateItemLocations 0
scrollAugInvSel :: Int -> World -> World
scrollAugInvSel yi w
| yi == 0 = w
| otherwise =
w & hud . hudElement %~ doscroll
& worldEventFlags . at InventoryChange ?~ ()
& setInvPosFromSS
& cWorld . lWorld %~ crUpdateItemLocations 0
where
doscroll he = fromMaybe he $ do
sss <- he ^? diSections
return $ he & diSelection %~ scrollSelectionSections yi sss
scrollAugNextInSection :: World -> World
scrollAugNextInSection w =
w & hud . hudElement %~ doscroll
& worldEventFlags . at InventoryChange ?~ ()
& setInvPosFromSS
& cWorld . lWorld %~ crUpdateItemLocations 0
where
doscroll he = fromMaybe he $ do
sss <- he ^? diSections
return $ he & diSelection %~ nextInSectionSS sss