Equipped Items

<% Equipment.slots.each do |slot| %>
<%= slot[0].to_s.humanize %>
<% eq = @character.equipment.find_by(slot: slot)%> <% if eq.present? %>
<%= eq.item.name %>
<% else %>
<% end %> <% if eq.present? %>
<%= button_to "Unequip", character_item_unequip_path(slot: eq.slot ) %>
<% end %>
<% end %>
<%= render "characters/items/inventory_section", heading: "Equipment", character_items: @character.character_items.ordered_by_item_name.select { |ci| ci.item.equipment? && ci.item.tags.none? } %> <%= render "characters/items/inventory_section", heading: "Consumables", character_items: @character.character_items.ordered_by_item_name.select { |ci| ci.item.usable? } %> <%= render "characters/items/inventory_section", heading: "Tools", character_items: @character.character_items.ordered_by_item_name.select { |ci| ci.item.has_tag?("tool") } %> <%= render "characters/items/inventory_section", heading: "Currency", character_items: @character.character_items.ordered_by_item_name.select { |ci| ci.item.has_tag?("currency") } %> <%= render "characters/items/inventory_section", heading: "Omens", character_items: @character.character_items.ordered_by_item_name.select { |ci| ci.item.has_tag?("omen") } %> <%= render "characters/items/inventory_section", heading: "Seeds", character_items: @character.character_items.ordered_by_item_name.select { |ci| ci.item.has_tag?("seed") } %> <%= render "characters/items/inventory_section", heading: "Materials", character_items: @character.character_items.ordered_by_item_name.select { |ci| ci.item.has_tag?("material") } %> <%= render "characters/items/inventory_section", heading: "Miscellany", character_items: @character.character_items.ordered_by_item_name.select { |ci| !ci.item.equipment? && !ci.item.usable? && ci.item.tags.none? } %>