void MenuInventory::getViewScreen() {
    DM::say("Gear:");
    Player *player = _game->getPlayer();
    Weapon *main = player->getMainWeapon();
    if (main) {
        int base = player->getStrength();
        string type = "";
        switch (main->getWeaponType()) {
        case WeaponType::SIMPLE:
            type = "Simple Weapon";
            break;
        case WeaponType::FINESSE:
            if (player->getDexterity() > player->getStrength()) {
                base = player->getDexterity();
            }
            type = "Finesse Weapon";
            break;
        case WeaponType::MARTIAL:
            type = "Martial Weapon";
            break;
        case WeaponType::HEAVY:
            type = "heavy Weapon";
            break;
        case WeaponType::SHIELD:
            type = "Shield";
            break;
        }

        DM::say("\t<Main> Weapon: " + main->getName() + " (" + to_string(main->getDiceAmount()) + "d" +
                to_string(main->getDiceSize()) + "+" + to_string(base) + " " + type + ")");
    } else {
        DM::say("\t<Main> Weapon: None");
    }

    Weapon *off = player->getOffHandWeapon();
    if (off) {
        int base = player->getStrength();
        string type = "";
        switch (off->getWeaponType()) {
        case WeaponType::SIMPLE:
            type = "Simple Weapon";
            break;
        case WeaponType::FINESSE:
            if (player->getDexterity() > player->getStrength()) {
                base = player->getDexterity();
            }
            type = "Finesse Weapon";
            break;
        case WeaponType::MARTIAL:
            type = "Martial Weapon";
            break;
        case WeaponType::HEAVY:
            type = "heavy Weapon";
            break;
        case WeaponType::SHIELD:
            type = "Shield (+2AC)";
            break;
        }

        DM::say("\t<Off>hand Weapon: " + off->getName() + " (" + to_string(off->getDiceAmount()) + "d" +
                to_string(off->getDiceSize()) + "+" + to_string(base) + " " + type + ")");
    } else {
        DM::say("\t<Off>hand Weapon: None");
    }

    Armor *armor = player->getArmor();
    if (armor) {
        string extra = "";
        switch (armor->getArmorType()) {
        case ArmorType::LIGHT:
            extra = " + Dex ";
            break;
        case ArmorType::MEDIUM:
            extra = " + max 2 Dex ";
            break;
        case ArmorType::HEAVY:
            break;
        }

        DM::say("\t<Armor>: " + armor->getName() + " ( AC: " + to_string(armor->getBaseAC()) + extra + ")");
    } else {
        DM::say("\t<Armor>: None");
    }

    DM::say("\nInventory:");
    int i = 1;
    for (map<Item *, int>::iterator item = _inventory->begin(); item != _inventory->end(); ++item) {
        switch (item->first->getItemType()) {
        case ItemType::ARMOR: {
            Armor *armor = (Armor *) item->first;
            string extra = "";
            switch (armor->getArmorType()) {
            case ArmorType::LIGHT:
                extra = " + Dex ";
                break;
            case ArmorType::MEDIUM:
                extra = " + max 2 Dex ";
                break;
            case ArmorType::HEAVY:
                break;
            }
            DM::say("\t[" + to_string(i) + "]: " + item->first->getName() + " - AC: " +
                    to_string(armor->getBaseAC()) +
                    extra + "(" + to_string(item->second) + "x)");
            break;
        }
        case ItemType::WEAPON: {
            Weapon *weapon = (Weapon *) item->first;

            string type = "";
            switch (weapon->getWeaponType()) {
            case WeaponType::SIMPLE:
                type = "Simple Weapon";
                break;
            case WeaponType::FINESSE:
                type = "Finesse Weapon";
                break;
            case WeaponType::MARTIAL:
                type = "Martial Weapon";
                break;
            case WeaponType::HEAVY:
                type = "heavy Weapon";
                break;
            case WeaponType::SHIELD:
                type = "Shield (+2AC)";
                break;
            }

            DM::say("\t[" + to_string(i) + "]: " + item->first->getName() + " - " + type + " - " +
                    to_string(weapon->getDiceAmount()) +
                    "d" + to_string(weapon->getDiceSize()) + " dmg (" + to_string(item->second) + "x)");
            break;
        }
        case ItemType::CONSUMABLE: {
            Consumable *consumable = (Consumable *) item->first;

            string type = "";
            string effect = "";

            switch (consumable->getConsumableType()) {
            case ConsumableType::FOOD:
                type = "Food";
                effect = "hp max per rest";
                break;
            case ConsumableType::HEALING:
                type = "Healing item";
                effect = "hp max on use";
                break;
            case ConsumableType::ILLUMINATION:
                type = "Illumination";
                effect = "room(s) of light";
                break;
            case ConsumableType::BOMB:
                type = "Bomb";
                if (consumable->getDiceAmount() == 0) {
                    effect = "cave-in(s)";
                } else {
                    effect = "probable cave-in(s)";
                }
                break;
            case ConsumableType::TALISMAN:
                type = "Talisman";
                effect = "maximum distance to exit";
                break;
            }

            if (consumable->getDiceAmount() == 0) {
                DM::say("\t[" + to_string(i) + "]: " + consumable->getName() + " - " + type + " - " +
                        to_string(consumable->getBaseValue()) + " " + effect + " (" +
                        to_string(item->second) + "x)");
            } else {
                DM::say("\t[" + to_string(i) + "]: " + consumable->getName() + " - " + type + " - " +
                        to_string(consumable->getDiceAmount()) + "d" + to_string(consumable->getDiceSize()) +
                        "+" +
                        to_string(consumable->getBaseValue()) + " " + effect + " (" +
                        to_string(item->second) + "x)");
            }
            break;
        }
        }
        ++i;
    }
    if (i == 1) {
        DM::say("\tNo items");
    }
}
void MenuInventory::handleInput(std::string input) {
    if (regex_match(input, regex("b|back"))) {
        _game->changeState(GameState::ROAMING);
    } else if (regex_match(input, regex("(e|equip)"))) {
        DM::say("Equip what?");
        _state = InventoryState::EQUIP;
    } else if (regex_match(input, regex("(d|drop)"))) {
        DM::say("Drop what?");
        _state = InventoryState::DROP;
    } else if (regex_match(input, regex("(u|use)"))) {
        DM::say("Use what?");
        _state = InventoryState::USE;
    } else if (regex_match(input, regex("(unequip)"))) {
        DM::say("Unequip what?");
        _state = InventoryState::UNEQUIP;
    } else if (_state == InventoryState::UNEQUIP && regex_match(input, regex("^\\w+$"))) {
        if (regex_match(input, regex("(m|main|Main)"))) {
            _game->getPlayer()->unequip(_game->getPlayer()->getMainWeapon());
        } else if (regex_match(input, regex("(o|off|Off)"))) {
            _game->getPlayer()->unequip(_game->getPlayer()->getOffHandWeapon());
        } else if (regex_match(input, regex("(a|armor|Armor)"))) {
            _game->getPlayer()->unequip(_game->getPlayer()->getArmor());
        }
        _state = InventoryState::STANDBY;
    } else if (_state != InventoryState::STANDBY && _state != InventoryState::UNEQUIP &&
               regex_match(input, regex("^\\d+$"))) {
        int x = stoi(input);
        int i = 1;
        for (map<Item *, int>::iterator item = _inventory->begin(); item != _inventory->end(); item++) {
            bool done = false;
            if (x == i) {
                done = true;
                if (item->second > 0) {
                    switch (_state) {
                    case InventoryState::STANDBY:
                        DM::say("You want to put WHAT WHERE?!?!");
                        break;
                    case InventoryState::EQUIP:
                        if (item->first->getItemType() != ItemType::CONSUMABLE) {
                            Player *player = _game->getPlayer();
                            player->equip(item->first);
                            item->second -= 1;
                            if (item->second == 0) {
                                _inventory->erase(item->first);
                            }
                        } else {
                            DM::say("You want to put WHAT WHERE?!?!");
                        }
                        break;
                    case InventoryState::USE:
                        if (item->first->getItemType() == ItemType::CONSUMABLE) {
                            Consumable *consumable = (Consumable *) item->first;
                            if (consumable->getConsumableType() == ConsumableType::BOMB) {
                                if (_game->getCurrentRoom()->hasLivingMonsters()) {
                                    if (consumable->explode(_game->getCurrentFloor(),
                                                            _game->getPlayer()->getCurrentRoom())) {
                                        DM::say(_game->getPlayer()->getName() + " used a(n) " +
                                                consumable->getName() +
                                                ".");
                                        item->second -= 1;
                                        if (item->second == 0) {
                                            _inventory->erase(item->first);
                                        }
                                    } else {
                                        DM::say("This " + consumable->getName() +
                                                " may be a bit too much to handle with the current unstable state of the dungeon....");
                                    }
                                } else {
                                    DM::say("EY!! Don't go ruining my beautifull dungeon with a bomb without even a single monster to kill with it.");
                                }
                            } else {
                                consumable->use(_game->getPlayer());
                                item->second -= 1;
                                if (item->second == 0) {
                                    _inventory->erase(item->first);
                                }
                            }
                        } else {
                            DM::say("You want to put WHAT WHERE?!?!");
                        }
                        break;
                    case InventoryState::DROP:
                        DM::say("Dropped a(n) " + item->first->getName());
                        _game->getCurrentRoom()->addItemToLootList(item->first);
                        item->second -= 1;
                        if (item->second == 0) {
                            _inventory->erase(item->first);
                        }
                        break;
                    }
                } else {
                    DM::say("You seem to have nothing left of this.");
                }
            }
            if (done) {
                break;
            }
            ++i;
        }
        _state = InventoryState::STANDBY;
    } else {
        DM::say("You want to put WHAT WHERE?!?!");
    }
}