Add ability to drop items
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cfd2ed887a
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@ -90,3 +90,8 @@ pub struct WantsToPickupItem {
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pub struct WantsToDrinkPotion {
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pub potion: Entity,
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}
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#[derive(Component, Debug, Clone)]
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pub struct WantsToDropItem {
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pub item: Entity,
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}
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87
src/gui.rs
87
src/gui.rs
@ -247,3 +247,90 @@ pub fn show_inventory(gs: &mut State, ctx: &mut Rltk) -> (ItemMenuResult, Option
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},
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}
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}
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pub fn drop_item_menu(gs: &mut State, ctx: &mut Rltk) -> (ItemMenuResult, Option<Entity>) {
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let player_entity = gs.ecs.fetch::<Entity>();
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let names = gs.ecs.read_storage::<Name>();
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let backpack = gs.ecs.read_storage::<InBackpack>();
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let entities = gs.ecs.entities();
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let inventory = (&backpack, &names)
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.join()
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.filter(|item| item.0.owner == *player_entity);
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let count = inventory.count();
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let mut y = (25 - (count / 2)) as i32;
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ctx.draw_box(
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15,
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y - 2,
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31,
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(count + 3) as i32,
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RGB::named(rltk::WHITE),
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RGB::named(rltk::BLACK),
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);
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ctx.print_color(
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18,
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y - 2,
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RGB::named(rltk::YELLOW),
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RGB::named(rltk::BLACK),
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"Drop Which Item?",
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);
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ctx.print_color(
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18,
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y + count as i32 + 1,
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RGB::named(rltk::YELLOW),
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RGB::named(rltk::BLACK),
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"ESCAPE to cancel",
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);
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let mut equippable: Vec<Entity> = Vec::new();
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let mut j = 0;
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for (entity, _pack, name) in (&entities, &backpack, &names)
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.join()
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.filter(|item| item.1.owner == *player_entity)
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{
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ctx.set(
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17,
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y,
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RGB::named(rltk::WHITE),
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RGB::named(rltk::BLACK),
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rltk::to_cp437('('),
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);
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ctx.set(
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18,
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y,
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RGB::named(rltk::YELLOW),
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RGB::named(rltk::BLACK),
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97 + j as rltk::FontCharType,
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);
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ctx.set(
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19,
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y,
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RGB::named(rltk::WHITE),
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RGB::named(rltk::BLACK),
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rltk::to_cp437(')'),
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);
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ctx.print(21, y, &name.name.to_string());
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equippable.push(entity);
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y += 1;
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j += 1;
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}
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match ctx.key {
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None => (ItemMenuResult::NoResponse, None),
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Some(key) => match key {
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VirtualKeyCode::Escape => (ItemMenuResult::Cancel, None),
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_ => {
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let selection = rltk::letter_to_option(key);
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if selection > -1 && selection < count as i32 {
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return (
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ItemMenuResult::Selected,
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Some(equippable[selection as usize]),
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);
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}
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(ItemMenuResult::NoResponse, None)
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}
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},
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}
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}
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@ -1,6 +1,6 @@
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use crate::{
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gamelog::GameLog, CombatStats, InBackpack, Name, Position, Potion, WantsToDrinkPotion,
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WantsToPickupItem,
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WantsToDropItem, WantsToPickupItem,
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};
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use specs::prelude::*;
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@ -91,3 +91,59 @@ impl<'a> System<'a> for PotionUseSystem {
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wants_drink.clear();
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}
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}
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pub struct ItemDropSystem {}
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impl<'a> System<'a> for ItemDropSystem {
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type SystemData = (
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ReadExpect<'a, Entity>,
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WriteExpect<'a, GameLog>,
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Entities<'a>,
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WriteStorage<'a, WantsToDropItem>,
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ReadStorage<'a, Name>,
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WriteStorage<'a, Position>,
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WriteStorage<'a, InBackpack>,
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);
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fn run(&mut self, data: Self::SystemData) {
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let (
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player_entity,
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mut gamelog,
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entities,
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mut wants_drop,
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names,
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mut positions,
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mut backpack,
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) = data;
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for (entity, to_drop) in (&entities, &wants_drop).join() {
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let mut dropper_pos: Position = Position { x: 0, y: 0 };
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{
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let dropped_pos = positions.get(entity).unwrap();
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dropper_pos.x = dropped_pos.x;
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dropper_pos.y = dropped_pos.y;
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}
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positions
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.insert(
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to_drop.item,
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Position {
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x: dropper_pos.x,
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y: dropper_pos.y,
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},
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)
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.expect("Unable to drop item to position");
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backpack.remove(to_drop.item);
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if entity == *player_entity {
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gamelog.entries.push(format!(
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"You drop the {}.",
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names.get(to_drop.item).unwrap().name
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));
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}
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}
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wants_drop.clear();
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}
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}
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27
src/main.rs
27
src/main.rs
@ -18,7 +18,7 @@ mod visibility_system;
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pub use components::*;
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use damage_system::DamageSystem;
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pub use gamelog::GameLog;
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use inventory_system::{ItemCollectionSystem, PotionUseSystem};
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use inventory_system::{ItemCollectionSystem, ItemDropSystem, PotionUseSystem};
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pub use map::*;
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use map_indexing_system::MapIndexingSystem;
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use melee_combat_system::MeleeCombatSystem;
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@ -36,6 +36,7 @@ pub enum RunState {
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PlayerTurn,
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MonsterTurn,
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ShowInventory,
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ShowDropItem,
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}
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pub struct State {
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@ -65,6 +66,9 @@ impl State {
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let mut potions = PotionUseSystem {};
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potions.run_now(&self.ecs);
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let mut drop_items = ItemDropSystem {};
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drop_items.run_now(&self.ecs);
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self.ecs.maintain();
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}
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}
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@ -118,6 +122,26 @@ impl GameState for State {
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}
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}
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}
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RunState::ShowDropItem => {
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let result = gui::drop_item_menu(self, ctx);
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match result.0 {
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gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
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gui::ItemMenuResult::NoResponse => {}
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gui::ItemMenuResult::Selected => {
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let item_entity = result.1.unwrap();
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let mut intent = self.ecs.write_storage::<WantsToDropItem>();
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intent
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.insert(
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*self.ecs.fetch::<Entity>(),
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WantsToDropItem { item: item_entity },
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)
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.expect("failed to add intent to drop item");
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newrunstate = RunState::PlayerTurn;
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}
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}
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}
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}
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{
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@ -169,6 +193,7 @@ fn main() -> rltk::BError {
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gs.ecs.register::<InBackpack>();
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gs.ecs.register::<WantsToPickupItem>();
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gs.ecs.register::<WantsToDrinkPotion>();
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gs.ecs.register::<WantsToDropItem>();
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let map: Map = Map::new_map_rooms_and_corridors();
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let (player_x, player_y) = map.rooms[0].center();
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@ -101,6 +101,9 @@ pub fn player_input(gs: &mut State, ctx: &mut Rltk) -> RunState {
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// Show inventory
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VirtualKeyCode::I => return RunState::ShowInventory,
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// Show item drop screen
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VirtualKeyCode::D => return RunState::ShowDropItem,
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_ => return RunState::AwaitingInput,
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},
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}
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