new file structure

This commit is contained in:
2026-08-29 23:25:36 +02:00
parent bbc3faf3d7
commit ec48cd6b37
96 changed files with 805 additions and 969 deletions
+152
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package inc
// TapeSlots — the two slots of Paul's Armilla.
//
// In canon Paul's Armilla has TWO slots where the standard has one: Dex sits
// permanently in the first, and tapes picked up during the game go into the
// second. The wireframe deck does not know about this at all — this is the one
// HUD element that comes purely from the wiki.
//
// Interaction follows the selected verb, like everything else:
//
// talk → converse with whoever occupies the slot
// look → describe the slot
// use + a selected tape → load it into slot 2
//
// Nothing here touches the world: this is the Vox side of the two channels.
import (
inkwell "git.teletypegames.org/engines/inkwell"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/vector"
)
type TapeSlots struct {
Name string
W *World
Bounds inkwell.Rectangle
}
func (t *TapeSlots) GetName() string { return t.Name }
func (t *TapeSlots) BlocksClickAt(p inkwell.Point) bool {
return t.W.HUDVisible() && t.Bounds.Contains(p)
}
// slotRects splits the widget bounds into the two slot rectangles.
func (t *TapeSlots) slotRects() (inkwell.Rectangle, inkwell.Rectangle) {
b := t.Bounds
w := (b.W - Pad) / 2
return inkwell.Rect(b.X, b.Y, w, b.H), inkwell.Rect(b.X+w+Pad, b.Y, w, b.H)
}
func (t *TapeSlots) Tick(ctx *inkwell.UICtx) {
if !t.W.HUDVisible() {
return
}
g := ctx.Game
mp := g.Input.Point()
r1, r2 := t.slotRects()
// Hover label, so the StatusLine spells out what is about to happen.
switch {
case r1.Contains(mp):
g.SetHoverLabel(TapeDisplayName(Dex))
case r2.Contains(mp):
if s := t.W.Slot2(); s != "" {
g.SetHoverLabel(itemLabel(g, s))
} else {
g.SetHoverLabel("empty tape slot")
}
}
if !g.Input.LeftClicked() {
return
}
if !r1.Contains(mp) && !r2.Contains(mp) {
return
}
g.Input.ConsumeLeft()
slot2 := r2.Contains(mp)
sel := g.Inventory.Selected()
// Loading a tape into slot 2.
if slot2 && sel != "" {
g.Inventory.Select("")
if IsTapeItem(sel) {
t.W.SetPending(sel)
t.W.Do(inkwell.RunScript(ScriptTapeInsert))
return
}
t.W.Do(TapeSay(Dex, "That isn't a tape, Paul. That's an object. There is a difference."))
return
}
if !slot2 && sel != "" {
g.Inventory.Select("")
t.W.Do(TapeSay(Dex, "The first slot is mine. I'm not moving."))
return
}
switch g.SelectedVerb() {
case "talk":
if !slot2 {
t.W.Do(Paused(t.W, inkwell.RunDialogue(DlgDex)))
return
}
if s := t.W.Slot2(); s != "" {
t.W.Do(Paused(t.W, inkwell.RunDialogue(TapeDialogue(s))))
return
}
t.W.Do(TapeSay(Dex, "Empty. Nobody to talk to."))
default: // look, take, use all fall back to a description
if !slot2 {
t.W.Do(TapeSay(Dex, "Me. Four kilobytes of a dead man. Be grateful."))
return
}
if s := t.W.Slot2(); s != "" {
t.W.Do(TapeSay(Dex, "That is the second slot. Be careful what you let in."))
return
}
t.W.Do(TapeSay(Dex, "The second slot is empty. That's the rarer state."))
}
}
func (t *TapeSlots) Draw(dst *ebiten.Image, ctx *inkwell.UICtx) {
if !t.W.HUDVisible() {
return
}
g := ctx.Game
th := g.Theme()
r1, r2 := t.slotRects()
// Two text rows per slot: the slot number on top, its occupant below.
// Both rows are LineH tall, so nothing can overlap the border.
drawSlot := func(r inkwell.Rectangle, label, body string, filled bool) {
bg, border, col := th.InventorySlotBG, th.ChatLogSystem, th.ChatLogSystem
if filled {
bg, border, col = th.PanelBG, th.CharacterPanelBorder, th.ChatLogResponse
}
vector.DrawFilledRect(dst, float32(r.X), float32(r.Y), float32(r.W), float32(r.H), bg, false)
vector.StrokeRect(dst, float32(r.X), float32(r.Y), float32(r.W), float32(r.H), 1, border, false)
x, inner := int(r.X)+Pad, int(r.W)-Pad*2
drawTextC(dst, label, x, int(r.Y)+Pad/2, th.ChatLogSystem)
drawTextC(dst, clip(body, inner), x, int(r.Y)+Pad/2+LineH, col)
}
drawSlot(r1, "SLOT 1", TapeDisplayName(Dex), true)
if s := t.W.Slot2(); s != "" {
drawSlot(r2, "SLOT 2", itemLabel(g, s), true)
} else {
drawSlot(r2, "SLOT 2", "empty", false)
}
}
// itemLabel is a short display label for an inventory item.
func itemLabel(g *inkwell.Game, name string) string {
if it, ok := g.ItemManager.Get(name); ok && it.Description != "" {
return it.Description
}
return name
}