separating player inventory stuffs on crafting UI into its own class for future works

This commit is contained in:
minjaesong
2023-10-04 14:44:14 +09:00
parent abbf6c122a
commit a5fc3b65fa
2 changed files with 111 additions and 56 deletions

View File

@@ -0,0 +1,71 @@
package net.torvald.terrarum.modulebasegame.ui
import net.torvald.terrarum.*
import net.torvald.terrarum.gameitems.GameItem
import net.torvald.terrarum.gameitems.ItemID
import net.torvald.terrarum.modulebasegame.gameactors.ActorInventory
import net.torvald.terrarum.modulebasegame.gameactors.InventoryPair
import net.torvald.terrarum.ui.UICanvas
/**
* Suite of objects for showing player inventory for various crafting UIs.
*
* Created by minjaesong on 2023-10-04.
*/
class CraftingPlayerInventory(val full: UIInventoryFull, val crafting: UICanvas) {
val itemList: UIItemInventoryItemGrid
private var halfSlotOffset = (UIItemInventoryElemSimple.height + UIItemInventoryItemGrid.listGap) / 2
private val thisOffsetX = UIInventoryFull.INVENTORY_CELLS_OFFSET_X() + UIItemInventoryElemSimple.height + UIItemInventoryItemGrid.listGap - halfSlotOffset
private val thisOffsetX2 = thisOffsetX + (UIItemInventoryItemGrid.listGap + UIItemInventoryElemWide.height) * 7
private val thisOffsetY = UIInventoryFull.INVENTORY_CELLS_OFFSET_Y()
internal var itemListKeyDownFun = { gameItem: GameItem?, amount: Long, keycode: Int, itemExtraInfo: Any?, theButton: UIItemInventoryCellBase ->
/* crickets */
}
internal var itemListTouchDownFun = { gameItem: GameItem?, amount: Long, mouseButton: Int, itemExtraInfo: Any?, theButton: UIItemInventoryCellBase ->
/* crickets */
}
init {
itemList = UIItemInventoryItemGrid(
crafting,
full.catBar,
{ INGAME.actorNowPlaying!!.inventory }, // literally a player's inventory
thisOffsetX2,
thisOffsetY,
6, UIInventoryFull.CELLS_VRT,
drawScrollOnRightside = true,
drawWallet = false,
highlightEquippedItem = false,
keyDownFun = { a, b, c, d, e -> itemListKeyDownFun(a, b, c, d, e) },
touchDownFun = { a, b, c, d, e -> itemListTouchDownFun.invoke(a, b, c, d, e) }
)
// make grid mode buttons work together
// itemListPlayer.gridModeButtons[0].clickOnceListener = { _,_ -> setCompact(false) }
// itemListPlayer.gridModeButtons[1].clickOnceListener = { _,_ -> setCompact(true) }
}
inline fun rebuild(category: Array<String>) {
itemList.rebuild(category)
}
inline fun rebuild(noinline predicate: (InventoryPair) -> Boolean) {
itemList.rebuild(predicate)
}
inline fun rebuild(noinline predicate: (InventoryPair) -> Boolean, appendix: ItemID) {
itemList.rebuild(predicate, appendix)
}
inline fun removeFromForceHighlightList(items: List<ItemID>) {
itemList.removeFromForceHighlightList(items)
}
inline fun setGetInventoryFun(noinline getter: () -> ActorInventory) {
itemList.getInventory = getter
}
}

View File

@@ -38,7 +38,35 @@ class UICrafting(val full: UIInventoryFull) : UICanvas(), HasInventory {
override var width = App.scr.width
override var height = App.scr.height
private val itemListPlayer: UIItemInventoryItemGrid
private val playerThings = CraftingPlayerInventory(full, this).also {
it.itemListTouchDownFun = { gameItem, _, _, _, _ -> recipeClicked?.let { recipe -> gameItem?.let { gameItem ->
val itemID = gameItem.dynamicID
// don't rely on highlightedness of the button to determine the item on the button is the selected
// ingredient (because I don't fully trust my code lol)
val targetItemToAlter = recipe.ingredients.filter { (key, mode) -> // altering recipe doesn't make sense if player selected a recipe that requires no tag-ingredients
val tags = key.split(',')
val wantsWall = tags.contains("WALL")
(mode == CraftingCodex.CraftingItemKeyMode.TAG && gameItem.hasAllTags(tags) && (wantsWall == gameItem.originalID.isWall())) // true if (wants wall and is wall) or (wants no wall and is not wall)
}.let {
if (it.size > 1)
println("[UICrafting] Your recipe seems to have two similar ingredients defined\n" +
"affected ingredients: ${it.joinToString()}\n" +
"the recipe: ${recipe}")
it.firstOrNull()
}
targetItemToAlter?.let { (key, mode) ->
val oldItem = _getItemListIngredients().getInventory().first { (itm, qty) ->
val tags = key.split(',')
val wantsWall = tags.contains("WALL")
(mode == CraftingCodex.CraftingItemKeyMode.TAG && ItemCodex[itm]!!.hasAllTags(tags) && (wantsWall == itm.isWall())) // true if (wants wall and is wall) or (wants no wall and is not wall)
}
changeIngredient(recipe, oldItem, itemID)
refreshCraftButtonStatus()
}
} } }
}
private val itemListCraftable: UIItemCraftingCandidateGrid // might be changed to something else
private val itemListIngredients: UIItemInventoryItemGrid // this one is definitely not to be changed
private val buttonCraft: UIItemTextButton
@@ -90,7 +118,7 @@ class UICrafting(val full: UIInventoryFull) : UICanvas(), HasInventory {
private val craftMult
get() = spinnerCraftCount.value.toLong()
private fun _getItemListPlayer() = itemListPlayer
private fun _getItemListPlayer() = playerThings.itemList
private fun _getItemListIngredients() = itemListIngredients
private fun _getItemListCraftables() = itemListCraftable
@@ -203,50 +231,6 @@ class UICrafting(val full: UIInventoryFull) : UICanvas(), HasInventory {
}
// player inventory to the right
itemListPlayer = UIItemInventoryItemGrid(
this,
catBar,
{ INGAME.actorNowPlaying!!.inventory }, // literally a player's inventory
thisOffsetX2,
thisOffsetY,
6, UIInventoryFull.CELLS_VRT,
drawScrollOnRightside = true,
drawWallet = false,
highlightEquippedItem = false,
keyDownFun = { _, _, _, _, _ -> },
touchDownFun = { gameItem, amount, _, _, button -> recipeClicked?.let { recipe -> gameItem?.let { gameItem ->
val itemID = gameItem.dynamicID
// don't rely on highlightedness of the button to determine the item on the button is the selected
// ingredient (because I don't fully trust my code lol)
val targetItemToAlter = recipe.ingredients.filter { (key, mode) -> // altering recipe doesn't make sense if player selected a recipe that requires no tag-ingredients
val tags = key.split(',')
val wantsWall = tags.contains("WALL")
(mode == CraftingCodex.CraftingItemKeyMode.TAG && gameItem.hasAllTags(tags) && (wantsWall == gameItem.originalID.isWall())) // true if (wants wall and is wall) or (wants no wall and is not wall)
}.let {
if (it.size > 1)
println("[UICrafting] Your recipe seems to have two similar ingredients defined\n" +
"affected ingredients: ${it.joinToString()}\n" +
"the recipe: ${recipe}")
it.firstOrNull()
}
targetItemToAlter?.let { (key, mode) ->
val oldItem = _getItemListIngredients().getInventory().first { (itm, qty) ->
val tags = key.split(',')
val wantsWall = tags.contains("WALL")
(mode == CraftingCodex.CraftingItemKeyMode.TAG && ItemCodex[itm]!!.hasAllTags(tags) && (wantsWall == itm.isWall())) // true if (wants wall and is wall) or (wants no wall and is not wall)
}
changeIngredient(recipe, oldItem, itemID)
refreshCraftButtonStatus()
}
} } }
)
// make grid mode buttons work together
// itemListPlayer.gridModeButtons[0].clickOnceListener = { _,_ -> setCompact(false) }
// itemListPlayer.gridModeButtons[1].clickOnceListener = { _,_ -> setCompact(true) }
// crafting list to the left
itemListCraftable = UIItemCraftingCandidateGrid(
@@ -313,7 +297,7 @@ class UICrafting(val full: UIInventoryFull) : UICanvas(), HasInventory {
// reset selection status after a crafting to hide the possible artefact where no-longer-craftable items are still displayed due to ingredient depletion
resetUI() // also clears forcehighlightlist
itemListPlayer.rebuild(catAll)
playerThings.rebuild(catAll)
itemListCraftable.rebuild(catAll)
}
} }
@@ -327,14 +311,14 @@ class UICrafting(val full: UIInventoryFull) : UICanvas(), HasInventory {
addUIitem(itemListCraftable)
addUIitem(itemListIngredients)
addUIitem(itemListPlayer)
addUIitem(playerThings.itemList)
addUIitem(spinnerCraftCount)
addUIitem(buttonCraft)
}
private fun filterPlayerListUsing(recipe: CraftingCodex.CraftingRecipe?) {
if (recipe == null)
itemListPlayer.rebuild(catAll)
playerThings.rebuild(catAll)
else {
val items = recipe.ingredients.flatMap {
getItemCandidatesForIngredient(getPlayerInventory(), it).map { it.itm }
@@ -343,7 +327,7 @@ class UICrafting(val full: UIInventoryFull) : UICanvas(), HasInventory {
val filterFun = { pair: InventoryPair ->
items.binarySearch(pair.itm) >= 0
}
itemListPlayer.rebuild(filterFun, recipe.product)
playerThings.rebuild(filterFun, recipe.product)
}
}
@@ -358,13 +342,13 @@ class UICrafting(val full: UIInventoryFull) : UICanvas(), HasInventory {
}
private fun changeIngredient(recipe: CraftingCodex.CraftingRecipe?, old: InventoryPair, new: ItemID) {
itemListPlayer.removeFromForceHighlightList(oldSelectedItems)
playerThings.itemList.removeFromForceHighlightList(oldSelectedItems)
oldSelectedItems.remove(old.itm)
oldSelectedItems.add(new)
itemListPlayer.addToForceHighlightList(oldSelectedItems)
itemListPlayer.itemPage = 0
playerThings.itemList.addToForceHighlightList(oldSelectedItems)
playerThings.itemList.itemPage = 0
filterPlayerListUsing(recipe)
// change highlight status of itemListIngredients
@@ -405,7 +389,7 @@ class UICrafting(val full: UIInventoryFull) : UICanvas(), HasInventory {
filterPlayerListUsing(recipeClicked)
highlightCraftingCandidateButton(null)
ingredients.clear()
itemListPlayer.removeFromForceHighlightList(oldSelectedItems)
playerThings.removeFromForceHighlightList(oldSelectedItems)
itemListIngredients.rebuild(catAll)
refreshCraftButtonStatus()
@@ -423,7 +407,7 @@ class UICrafting(val full: UIInventoryFull) : UICanvas(), HasInventory {
nearbyCraftingStations = getCraftingStationsWithinReach()
// printdbg(this, "Nearby crafting stations: $nearbyCraftingStations")
itemListPlayer.getInventory = { INGAME.actorNowPlaying!!.inventory }
playerThings.setGetInventoryFun { INGAME.actorNowPlaying!!.inventory }
itemListUpdate()
openingClickLatched = Terrarum.mouseDown
@@ -439,7 +423,7 @@ class UICrafting(val full: UIInventoryFull) : UICanvas(), HasInventory {
private fun itemListUpdate() {
// let itemlists be sorted
itemListCraftable.rebuild(catAll)
itemListPlayer.rebuild(catAll)
playerThings.rebuild(catAll)
encumbrancePerc = getPlayerInventory().let {
it.capacity.toFloat() / it.maxCapacity
}