veloren/server/src/events/inventory_manip.rs

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use crate::{Server, StateExt};
use common::{
comp::{
self, item,
slot::{self, Slot},
Pos, MAX_PICKUP_RANGE_SQR,
},
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sync::WorldSyncExt,
terrain::block::Block,
vol::{ReadVol, Vox},
};
use log::error;
use rand::Rng;
use specs::{join::Join, world::WorldExt, Builder, Entity as EcsEntity};
use vek::Vec3;
pub fn handle_inventory(server: &mut Server, entity: EcsEntity, manip: comp::InventoryManip) {
let state = server.state_mut();
let mut dropped_items = Vec::new();
match manip {
comp::InventoryManip::Pickup(uid) => {
let item_entity = if let (Some((item, item_entity)), Some(inv)) = (
state
.ecs()
.entity_from_uid(uid.into())
.and_then(|item_entity| {
state
.ecs()
.write_storage::<comp::Item>()
.get_mut(item_entity)
.map(|item| (item.clone(), item_entity))
}),
state
.ecs()
.write_storage::<comp::Inventory>()
.get_mut(entity),
) {
if within_pickup_range(
state.ecs().read_storage::<comp::Pos>().get(entity),
state.ecs().read_storage::<comp::Pos>().get(item_entity),
) && inv.push(item).is_none()
{
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Some(item_entity)
} else {
None
}
} else {
None
};
if let Some(item_entity) = item_entity {
if let Err(err) = state.delete_entity_recorded(item_entity) {
error!("Failed to delete picked up item entity: {:?}", err);
}
}
state.write_component(
entity,
comp::InventoryUpdate::new(comp::InventoryUpdateEvent::Collected),
);
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},
comp::InventoryManip::Collect(pos) => {
let block = state.terrain().get(pos).ok().copied();
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if let Some(block) = block {
let has_inv_space = state
.ecs()
.read_storage::<comp::Inventory>()
.get(entity)
.map(|inv| !inv.is_full())
.unwrap_or(false);
if !has_inv_space {
state.write_component(
entity,
comp::InventoryUpdate::new(comp::InventoryUpdateEvent::CollectFailed),
);
} else {
if block.is_collectible() && state.try_set_block(pos, Block::empty()).is_some()
{
comp::Item::try_reclaim_from_block(block)
.map(|item| state.give_item(entity, item));
}
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}
}
},
comp::InventoryManip::Use(slot) => {
let mut inventories = state.ecs().write_storage::<comp::Inventory>();
let inventory = if let Some(inventory) = inventories.get_mut(entity) {
inventory
} else {
error!("Can't manipulate inventory, entity doesn't have one");
return;
};
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let mut maybe_effect = None;
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let event = match slot {
Slot::Inventory(slot) => {
use item::ItemKind;
// Check if item is equipable
if inventory.get(slot).map_or(false, |i| match &i.kind {
ItemKind::Tool(_) | ItemKind::Armor { .. } | ItemKind::Lantern(_) => true,
_ => false,
}) {
if let Some(loadout) = state.ecs().write_storage().get_mut(entity) {
slot::equip(slot, inventory, loadout);
Some(comp::InventoryUpdateEvent::Used)
} else {
None
}
} else if let Some(item) = inventory.take(slot) {
match &item.kind {
ItemKind::Consumable { kind, effect, .. } => {
maybe_effect = Some(*effect);
Some(comp::InventoryUpdateEvent::Consumed(*kind))
},
ItemKind::Utility {
kind: comp::item::Utility::Collar,
..
} => {
let reinsert = if let Some(pos) =
state.read_storage::<comp::Pos>().get(entity)
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{
if (
&state.read_storage::<comp::Alignment>(),
&state.read_storage::<comp::Agent>(),
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)
.join()
.filter(|(alignment, _)| {
alignment == &&comp::Alignment::Owned(entity)
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})
.count()
>= 3
{
true
} else if let Some(tameable_entity) = {
let nearest_tameable = (
&state.ecs().entities(),
&state.ecs().read_storage::<comp::Pos>(),
&state.ecs().read_storage::<comp::Alignment>(),
)
.join()
.filter(|(_, wild_pos, _)| {
wild_pos.0.distance_squared(pos.0)
< 5.0f32.powf(2.0)
})
.filter(|(_, _, alignment)| {
alignment == &&comp::Alignment::Wild
})
.min_by_key(|(_, wild_pos, _)| {
(wild_pos.0.distance_squared(pos.0) * 100.0) as i32
})
.map(|(entity, _, _)| entity);
nearest_tameable
} {
let _ = state.ecs().write_storage().insert(
tameable_entity,
comp::Alignment::Owned(entity),
);
let _ = state
.ecs()
.write_storage()
.insert(tameable_entity, comp::Agent::default());
false
} else {
true
}
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} else {
true
};
if reinsert {
let _ = state
.ecs()
.write_storage::<comp::Inventory>()
.get_mut(entity)
.map(|inv| inv.insert(slot, item));
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}
Some(comp::InventoryUpdateEvent::Used)
},
_ => {
// TODO: this doesn't work for stackable items
inventory.insert(slot, item).unwrap();
None
},
}
} else {
None
}
},
Slot::Equip(slot) => {
if let Some(loadout) = state.ecs().write_storage().get_mut(entity) {
slot::unequip(slot, inventory, loadout);
Some(comp::InventoryUpdateEvent::Used)
} else {
error!("Entity doesn't have a loadout, can't unequip...");
None
}
},
};
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drop(inventories);
if let Some(effect) = maybe_effect {
state.apply_effect(entity, effect);
}
if let Some(event) = event {
state.write_component(entity, comp::InventoryUpdate::new(event));
}
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},
comp::InventoryManip::Swap(a, b) => {
let ecs = state.ecs();
let mut inventories = ecs.write_storage();
let mut loadouts = ecs.write_storage();
let inventory = inventories.get_mut(entity);
let loadout = loadouts.get_mut(entity);
slot::swap(a, b, inventory, loadout);
// :/
drop(loadouts);
drop(inventories);
state.write_component(
entity,
comp::InventoryUpdate::new(comp::InventoryUpdateEvent::Swapped),
);
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},
comp::InventoryManip::Drop(slot) => {
let item = match slot {
Slot::Inventory(slot) => state
.ecs()
.write_storage::<comp::Inventory>()
.get_mut(entity)
.and_then(|inv| inv.remove(slot)),
Slot::Equip(slot) => state
.ecs()
.write_storage()
.get_mut(entity)
.and_then(|ldt| slot::loadout_remove(slot, ldt)),
};
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if let (Some(item), Some(pos)) =
(item, state.ecs().read_storage::<comp::Pos>().get(entity))
{
dropped_items.push((
*pos,
state
.ecs()
.read_storage::<comp::Ori>()
.get(entity)
.copied()
.unwrap_or_default(),
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item,
));
}
state.write_component(
entity,
comp::InventoryUpdate::new(comp::InventoryUpdateEvent::Dropped),
);
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},
}
// Drop items
for (pos, ori, item) in dropped_items {
let vel = *ori.0 * 5.0
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+ Vec3::unit_z() * 10.0
+ Vec3::<f32>::zero().map(|_| rand::thread_rng().gen::<f32>() - 0.5) * 4.0;
state
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.create_object(Default::default(), comp::object::Body::Pouch)
.with(comp::Pos(pos.0 + Vec3::unit_z() * 0.25))
.with(item)
.with(comp::Vel(vel))
.build();
}
}
fn within_pickup_range(player_position: Option<&Pos>, item_position: Option<&Pos>) -> bool {
match (player_position, item_position) {
(Some(ppos), Some(ipos)) => ppos.0.distance_squared(ipos.0) < MAX_PICKUP_RANGE_SQR,
_ => false,
}
}
#[cfg(test)]
mod tests {
use super::*;
use common::comp::Pos;
use vek::Vec3;
#[test]
fn pickup_distance_within_range() {
let player_position = Pos(Vec3::zero());
let item_position = Pos(Vec3::one());
assert_eq!(
within_pickup_range(Some(&player_position), Some(&item_position)),
true
);
}
#[test]
fn pickup_distance_not_within_range() {
let player_position = Pos(Vec3::zero());
let item_position = Pos(Vec3::one() * 500.0);
assert_eq!(
within_pickup_range(Some(&player_position), Some(&item_position)),
false
);
}
}