veloren/common/src/comp/inventory/slot.rs

253 lines
8.6 KiB
Rust
Raw Normal View History

use crate::{comp, comp::item};
use comp::{Inventory, Loadout};
#[derive(Clone, Copy, PartialEq, Debug, Serialize, Deserialize)]
pub enum Slot {
Inventory(usize),
Equip(EquipSlot),
}
#[derive(Clone, Copy, PartialEq, Debug, Serialize, Deserialize)]
pub enum EquipSlot {
Armor(ArmorSlot),
Mainhand,
Offhand,
Lantern,
}
#[derive(Clone, Copy, PartialEq, Debug, Serialize, Deserialize)]
pub enum ArmorSlot {
Head,
Neck,
Shoulders,
Chest,
Hands,
Ring,
Back,
Belt,
Legs,
Feet,
Tabard,
}
//const ALL_ARMOR_SLOTS: [ArmorSlot; 11] = [
// Head, Neck, Shoulders, Chest, Hands, Ring, Back, Belt, Legs, Feet, Tabard,
//];
impl Slot {
pub fn can_hold(self, item_kind: &item::ItemKind) -> bool {
match (self, item_kind) {
(Self::Inventory(_), _) => true,
(Self::Equip(slot), item_kind) => slot.can_hold(item_kind),
}
}
}
impl EquipSlot {
fn can_hold(self, item_kind: &item::ItemKind) -> bool {
use item::ItemKind;
match (self, item_kind) {
(Self::Armor(slot), ItemKind::Armor { kind, .. }) => slot.can_hold(kind),
(Self::Mainhand, ItemKind::Tool(_)) => true,
(Self::Offhand, ItemKind::Tool(_)) => true,
(Self::Lantern, ItemKind::Lantern(_)) => true,
_ => false,
}
}
}
impl ArmorSlot {
fn can_hold(self, armor: &item::armor::Armor) -> bool {
use item::armor::Armor;
match (self, armor) {
(Self::Head, Armor::Head(_)) => true,
(Self::Neck, Armor::Neck(_)) => true,
(Self::Shoulders, Armor::Shoulder(_)) => true,
(Self::Chest, Armor::Chest(_)) => true,
(Self::Hands, Armor::Hand(_)) => true,
(Self::Ring, Armor::Ring(_)) => true,
(Self::Back, Armor::Back(_)) => true,
(Self::Belt, Armor::Belt(_)) => true,
(Self::Legs, Armor::Pants(_)) => true,
(Self::Feet, Armor::Foot(_)) => true,
(Self::Tabard, Armor::Tabard(_)) => true,
_ => false,
}
}
}
2020-04-12 19:35:43 +00:00
// TODO: There are plans to save the selected abilities for each tool even
// when they are not equipped, when that is implemented this helper function
// should no longer be needed
fn item_config(item: item::Item) -> comp::ItemConfig {
let mut abilities = if let item::ItemKind::Tool(tool) = &item.kind {
tool.get_abilities()
} else {
Vec::new()
}
.into_iter();
comp::ItemConfig {
item,
ability1: abilities.next(),
ability2: abilities.next(),
ability3: abilities.next(),
block_ability: Some(comp::CharacterAbility::BasicBlock),
dodge_ability: Some(comp::CharacterAbility::Roll),
}
}
fn loadout_replace(
equip_slot: EquipSlot,
item: Option<item::Item>,
loadout: &mut Loadout,
) -> Option<item::Item> {
use std::mem::replace;
match equip_slot {
EquipSlot::Armor(ArmorSlot::Head) => replace(&mut loadout.head, item),
EquipSlot::Armor(ArmorSlot::Neck) => replace(&mut loadout.neck, item),
EquipSlot::Armor(ArmorSlot::Shoulders) => replace(&mut loadout.shoulder, item),
EquipSlot::Armor(ArmorSlot::Chest) => replace(&mut loadout.chest, item),
EquipSlot::Armor(ArmorSlot::Hands) => replace(&mut loadout.hand, item),
EquipSlot::Armor(ArmorSlot::Ring) => replace(&mut loadout.ring, item),
EquipSlot::Armor(ArmorSlot::Back) => replace(&mut loadout.back, item),
EquipSlot::Armor(ArmorSlot::Belt) => replace(&mut loadout.belt, item),
EquipSlot::Armor(ArmorSlot::Legs) => replace(&mut loadout.pants, item),
EquipSlot::Armor(ArmorSlot::Feet) => replace(&mut loadout.foot, item),
EquipSlot::Armor(ArmorSlot::Tabard) => replace(&mut loadout.tabard, item),
EquipSlot::Lantern => replace(&mut loadout.lantern, item),
EquipSlot::Mainhand => {
replace(&mut loadout.active_item, item.map(item_config)).map(|i| i.item)
},
EquipSlot::Offhand => {
replace(&mut loadout.second_item, item.map(item_config)).map(|i| i.item)
},
}
}
#[must_use]
fn loadout_insert(
equip_slot: EquipSlot,
item: item::Item,
loadout: &mut Loadout,
) -> Option<item::Item> {
loadout_replace(equip_slot, Some(item), loadout)
}
pub fn loadout_remove(equip_slot: EquipSlot, loadout: &mut Loadout) -> Option<item::Item> {
loadout_replace(equip_slot, None, loadout)
}
fn swap_inventory_loadout(
inventory_slot: usize,
equip_slot: EquipSlot,
inventory: &mut Inventory,
loadout: &mut Loadout,
) {
// Check if loadout slot can hold item
if inventory
.get(inventory_slot)
.map_or(true, |item| equip_slot.can_hold(&item.kind))
{
// Take item from loadout
let from_equip = loadout_remove(equip_slot, loadout);
// Swap with item in the inventory
let from_inv = if let Some(item) = from_equip {
// If this fails and we get item back as an err it will just be put back in the
// loadout
inventory
.insert(inventory_slot, item)
.unwrap_or_else(|i| Some(i))
} else {
inventory.remove(inventory_slot)
};
// Put item from the inventory in loadout
if let Some(item) = from_inv {
loadout_insert(equip_slot, item, loadout).unwrap_none(); // Can never fail
}
}
}
fn swap_loadout(slot_a: EquipSlot, slot_b: EquipSlot, loadout: &mut Loadout) {
// Get items from the slots
let item_a = loadout_remove(slot_a, loadout);
let item_b = loadout_remove(slot_b, loadout);
// Check if items can go in the other slots
if item_a.as_ref().map_or(true, |i| slot_b.can_hold(&i.kind))
&& item_b.as_ref().map_or(true, |i| slot_a.can_hold(&i.kind))
{
// Swap
loadout_replace(slot_b, item_a, loadout).unwrap_none();
loadout_replace(slot_a, item_b, loadout).unwrap_none();
} else {
// Otherwise put the items back
loadout_replace(slot_a, item_a, loadout).unwrap_none();
loadout_replace(slot_b, item_b, loadout).unwrap_none();
}
}
// Should this report if a change actually occurred? (might be useful when
// minimizing network use)
pub fn swap(
slot_a: Slot,
slot_b: Slot,
inventory: Option<&mut Inventory>,
loadout: Option<&mut Loadout>,
) {
match (slot_a, slot_b) {
(Slot::Inventory(slot_a), Slot::Inventory(slot_b)) => {
inventory.map(|i| i.swap_slots(slot_a, slot_b));
},
(Slot::Inventory(inv_slot), Slot::Equip(equip_slot))
| (Slot::Equip(equip_slot), Slot::Inventory(inv_slot)) => {
if let Some((inventory, loadout)) = loadout.and_then(|l| inventory.map(|i| (i, l))) {
swap_inventory_loadout(inv_slot, equip_slot, inventory, loadout);
}
},
(Slot::Equip(slot_a), Slot::Equip(slot_b)) => {
loadout.map(|l| swap_loadout(slot_a, slot_b, l));
},
}
}
pub fn equip(slot: usize, inventory: &mut Inventory, loadout: &mut Loadout) {
use item::{armor::Armor, ItemKind};
let equip_slot = inventory.get(slot).and_then(|i| match &i.kind {
ItemKind::Tool(_) => Some(EquipSlot::Mainhand),
ItemKind::Armor { kind, .. } => Some(EquipSlot::Armor(match kind {
Armor::Head(_) => ArmorSlot::Head,
Armor::Neck(_) => ArmorSlot::Neck,
Armor::Shoulder(_) => ArmorSlot::Shoulders,
Armor::Chest(_) => ArmorSlot::Chest,
Armor::Hand(_) => ArmorSlot::Hands,
Armor::Ring(_) => ArmorSlot::Ring,
Armor::Back(_) => ArmorSlot::Back,
Armor::Belt(_) => ArmorSlot::Belt,
Armor::Pants(_) => ArmorSlot::Legs,
Armor::Foot(_) => ArmorSlot::Feet,
Armor::Tabard(_) => ArmorSlot::Tabard,
})),
ItemKind::Lantern(_) => Some(EquipSlot::Lantern),
_ => None,
});
if let Some(equip_slot) = equip_slot {
// If item is going to mainhand, put mainhand in offhand and place offhand in
// inventory
if let EquipSlot::Mainhand = equip_slot {
swap_loadout(EquipSlot::Mainhand, EquipSlot::Offhand, loadout);
}
swap_inventory_loadout(slot, equip_slot, inventory, loadout);
}
}
pub fn unequip(slot: EquipSlot, inventory: &mut Inventory, loadout: &mut Loadout) {
loadout_remove(slot, loadout) // Remove item from loadout
.and_then(|i| inventory.push(i)) // Insert into inventory
.and_then(|i| loadout_insert(slot, i, loadout)) // If that fails put back in loadout
.unwrap_none(); // Never fails
}