Vierzehnte Registry: NPCs sind keine Wesen — kein Kampfzustand, keine Initiative, keine Attribute. Ihre Antwortliste ist flach; was erst nach einer Antwort erscheint, ist eine Option mit einer Bedingung. - open_shop als elfte Aktion (game/ setzt eine Absicht, die UI schiebt) - Talk/Choose/Buy/Sell, Talk wirkt auf das eigene Feld wie PickUp - Preisspanne statt Goldkonto beim Haendler, Charisma in der Preisfunktion - Warenkorb einmal bei der Etagenerzeugung gezogen - Stapelregel aus Ticket 07 endlich gebaut: 50-120 Gold war 120 Eintraege - Dialog- und Shop-Screen, NPC-Symbol im Grid
244 lines
10 KiB
Rust
244 lines
10 KiB
Rust
//! Screen-Stack und Antwort — Ticket 11, im Durchstich (12) bestaetigt.
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use ratatui::crossterm::event::KeyCode;
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use crate::data::Registries;
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use crate::game::{Command, CreatureRef, Direction, Game};
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/// Popups sind gewoehnliche Screens, die sich beim Rendern als Overlay
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/// ausweisen — ein gemeinsamer `Vec<Screen>` statt `current` plus
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/// `Option<Popup>`, weil Popup ueber Popup real ist.
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pub enum Screen {
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MainMenu,
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Explore,
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/// Menue-Kampf (Charter): Faehigkeitsliste, Zielwahl mit den Zifferntasten.
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Combat {
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/// Cursor in der Faehigkeitsliste.
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pick: usize,
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},
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/// Zwei Bereiche: Inventar mit Cursor, Ausrüstung als Registry-Schleife.
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Inventory {
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pick: usize,
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},
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CharacterSheet,
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/// Vollbild, kein Overlay. Bewusst nicht die lazy Variante mit einer
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/// Meldungszeile im Hauptmenue: Ein Abstiegs-Roguelike lebt davon, dass der
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/// Lauf am Ende *erzaehlt* wird (Ticket 14).
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GameOver,
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/// **Flache Optionsliste**, kein Knotengraph (M4): Was erst nach einer
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/// Antwort erscheint, ist eine Option mit einer Bedingung.
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Dialog {
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pick: usize,
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},
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/// Zwei Spalten: Angebot links, eigenes Inventar rechts. `Tab` wechselt.
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Shop {
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pick: usize,
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/// `false` = Angebot, `true` = Inventar. Ein `bool` statt eines Enums
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/// mit zwei Werten, die nie mehr werden.
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selling: bool,
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},
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// TODO(M5+): `CharacterCreation`, `QuestLog`, `Confirm` — elf sind es am
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// Ende (11/14).
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}
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/// Der Screen **gibt zurueck, statt selbst zu schieben**: sonst haelt er ein
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/// `&mut` auf genau die `Vec`, in der er liegt. Nebeneffekt — `Response::Command`
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/// ist der einzige Weg nach `game/`.
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pub enum Response {
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None,
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Pop,
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Push(Screen),
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Command(Command),
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Quit,
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}
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impl Screen {
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pub fn is_overlay(&self) -> bool {
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// TODO(M2): `Confirm` ist das erste echte Overlay. Bis dahin haelt die
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// Regel „ein Command schliesst alle Overlays" nur die Luft.
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false
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}
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/// **Befund aus M3:** Ticket 11 hatte `handle_key(&mut self, key)` ohne
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/// Kontext festgelegt. Der Kampf-Screen muss aber wissen, wie viele
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/// Faehigkeiten es gibt, um den Cursor zu klemmen, und welche der Cursor
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/// meint. Lesender Zugriff genuegt — die Regel „ein Screen fasst `Game`
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/// nicht an" bleibt, weil nur `Response::Command` etwas aendert.
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pub fn handle_key(&mut self, key: KeyCode, game: &Game, reg: &Registries) -> Response {
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match self {
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Screen::MainMenu => match key {
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KeyCode::Enter => Response::Push(Screen::Explore),
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KeyCode::Char('q') | KeyCode::Esc => Response::Quit,
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_ => Response::None,
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},
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Screen::Explore => match key {
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// Pfeiltasten *und* hjkl — drei zusaetzliche Arme sind die
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// billige Hoeflichkeit gegenueber Vim-Fingern (Ticket 11).
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KeyCode::Up | KeyCode::Char('k') => {
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Response::Command(Command::Move(Direction::North))
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}
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KeyCode::Down | KeyCode::Char('j') => {
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Response::Command(Command::Move(Direction::South))
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}
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KeyCode::Left | KeyCode::Char('h') => {
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Response::Command(Command::Move(Direction::West))
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}
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KeyCode::Right | KeyCode::Char('l') => {
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Response::Command(Command::Move(Direction::East))
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}
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KeyCode::Char('.') => Response::Command(Command::Wait),
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KeyCode::Char('>') => Response::Command(Command::Descend),
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KeyCode::Char('g') => Response::Command(Command::PickUp),
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KeyCode::Char('t') => Response::Command(Command::Talk),
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// Screen-Navigation ist reine UI und fasst `Game` nie an.
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KeyCode::Char('c') => Response::Push(Screen::CharacterSheet),
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KeyCode::Char('i') => Response::Push(Screen::Inventory { pick: 0 }),
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KeyCode::Esc => Response::Pop,
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_ => Response::None,
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},
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Screen::Combat { pick } => {
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let abilities = game.abilities_of(CreatureRef::Player, reg);
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if abilities.is_empty() {
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return Response::None;
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}
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*pick = (*pick).min(abilities.len() - 1);
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match key {
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KeyCode::Up | KeyCode::Char('k') => {
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*pick = pick.saturating_sub(1);
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Response::None
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}
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KeyCode::Down | KeyCode::Char('j') => {
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*pick = (*pick + 1).min(abilities.len() - 1);
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Response::None
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}
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// Ziel ueber die Zifferntasten; ohne Gegner (Flucht,
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// Selbstheilung) zaehlt der Held selbst als Ziel.
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KeyCode::Enter | KeyCode::Char('1'..='9') => {
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let index = match key {
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KeyCode::Char(c @ '1'..='9') => (c as u8 - b'1') as usize,
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_ => 0,
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};
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let target = if game.enemies.is_empty() {
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CreatureRef::Player
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} else {
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CreatureRef::Enemy(index.min(game.enemies.len() - 1))
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};
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Response::Command(Command::UseAbility {
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ability: abilities[*pick].clone(),
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target,
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})
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}
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KeyCode::Char('.') => Response::Command(Command::Wait),
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KeyCode::Char('c') => Response::Push(Screen::CharacterSheet),
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_ => Response::None,
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}
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}
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Screen::Inventory { pick } => {
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let n = game.player.inventory.len();
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if n > 0 {
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*pick = (*pick).min(n - 1);
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}
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match key {
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KeyCode::Up | KeyCode::Char('k') => {
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*pick = pick.saturating_sub(1);
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Response::None
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}
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KeyCode::Down | KeyCode::Char('j') => {
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*pick = (*pick + 1).min(n.saturating_sub(1));
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Response::None
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}
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KeyCode::Enter | KeyCode::Char('u') if n > 0 => {
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Response::Command(Command::UseItem(*pick))
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}
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KeyCode::Char('e') if n > 0 => Response::Command(Command::Equip(*pick)),
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KeyCode::Char('d') if n > 0 => Response::Command(Command::Drop(*pick)),
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// Ablegen ueber die Slot-Reihenfolge aus der Registry —
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// der Charakterbogen mauert kein Layout (Ticket 02).
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KeyCode::Char(c @ '1'..='9') => {
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let index = (c as u8 - b'1') as usize;
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match reg.slots_ordered().get(index) {
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Some(slot) => {
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Response::Command(Command::Unequip(slot.id.clone()))
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}
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None => Response::None,
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}
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}
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KeyCode::Esc | KeyCode::Char('i') | KeyCode::Char('q') => Response::Pop,
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_ => Response::None,
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}
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}
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Screen::CharacterSheet => match key {
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KeyCode::Esc | KeyCode::Char('c') | KeyCode::Char('q') => Response::Pop,
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_ => Response::None,
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},
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Screen::Dialog { pick } => {
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let options = game.dialog_options(reg);
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match key {
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KeyCode::Up | KeyCode::Char('k') => {
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*pick = pick.saturating_sub(1);
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Response::None
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}
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KeyCode::Down | KeyCode::Char('j') => {
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*pick = (*pick + 1).min(options.len().saturating_sub(1));
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Response::None
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}
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KeyCode::Enter | KeyCode::Char('1'..='9') => {
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let i = match key {
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KeyCode::Char(c @ '1'..='9') => (c as u8 - b'1') as usize,
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_ => *pick,
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};
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match options.get(i) {
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Some(_) => Response::Command(Command::Choose(i)),
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None => Response::None,
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}
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}
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KeyCode::Esc | KeyCode::Char('q') => Response::Pop,
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_ => Response::None,
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}
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}
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Screen::Shop { pick, selling } => {
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let n = if *selling {
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game.player.inventory.len()
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} else {
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game.shop_stock().map_or(0, |s| s.len())
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};
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if n > 0 {
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*pick = (*pick).min(n - 1);
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}
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match key {
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KeyCode::Tab | KeyCode::Left | KeyCode::Right => {
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*selling = !*selling;
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*pick = 0;
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Response::None
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}
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KeyCode::Up | KeyCode::Char('k') => {
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*pick = pick.saturating_sub(1);
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Response::None
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}
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KeyCode::Down | KeyCode::Char('j') => {
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*pick = (*pick + 1).min(n.saturating_sub(1));
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Response::None
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}
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KeyCode::Enter if n > 0 && *selling => {
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Response::Command(Command::Sell(*pick))
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}
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KeyCode::Enter if n > 0 => Response::Command(Command::Buy(*pick)),
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KeyCode::Esc | KeyCode::Char('q') => Response::Pop,
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_ => Response::None,
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}
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}
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Screen::GameOver => Response::Quit,
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}
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}
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}
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