/
craft_model.go
66 lines (53 loc) · 1.37 KB
/
craft_model.go
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package main
import (
"gopkg.in/v0/qml"
)
type CraftReq struct {
Archetype *Archetype
Quantity int
}
type CraftElement struct {
Archetype *Archetype
Ready bool // True if the player has everything in place to craft this right now
reqs []CraftReq
Len int
}
type CraftModel struct {
Len int
Craftables []*CraftElement
}
// func (ce *CraftElement) Requirements() int {
// // TODO: This is less than ideal to update every time this is called rather than just when a requirement is added:
// ce.update_requirements()
// return len(ce.reqs)
// }
func (ce *CraftElement) Get(index int) CraftReq {
return ce.reqs[index]
}
func (ce *CraftElement) UpdateRequirements() {
ce.reqs = make([]CraftReq, len(ce.Archetype.CraftRequirements))
count := 0
for na, quantity := range ce.Archetype.CraftRequirements {
ce.reqs[count] = CraftReq{na, quantity}
count++
}
ce.Len = len(ce.reqs)
qml.Changed(ce, &ce.Len)
}
func (cm *CraftModel) AddArchetype(a *Archetype) {
qml.Lock()
cm.Craftables = append(cm.Craftables, &CraftElement{Archetype: a, Ready: false})
cm.Len = len(cm.Craftables)
qml.Changed(cm, &cm.Len)
qml.Unlock()
}
func (cm *CraftModel) UpdateArchetype(a *Archetype) {
for _, ce := range cm.Craftables {
if ce.Archetype == a {
ce.UpdateRequirements()
}
}
}
func (cm *CraftModel) Get(index int) *CraftElement {
return cm.Craftables[index]
}