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https://gitlab.com/veloren/veloren.git
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Merge branch 'sam/better-inventory-loadout-swapping' into 'master'
Restricts when players can change their loadout to non-attack states See merge request veloren/veloren!1761
This commit is contained in:
commit
155feb8e8a
@ -22,8 +22,9 @@ use common::{
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chat::{KillSource, KillType},
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group,
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skills::Skill,
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slot::Slot,
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ControlAction, ControlEvent, Controller, ControllerInputs, GroupManip, InventoryManip,
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InventoryUpdateEvent,
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InventoryUpdateEvent, LoadoutManip,
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},
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event::{EventBus, LocalEvent},
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grid::Grid,
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@ -598,22 +599,39 @@ impl Client {
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self.send_msg(ClientGeneral::SetViewDistance(self.view_distance.unwrap()));
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}
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pub fn use_slot(&mut self, slot: comp::slot::Slot) {
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self.send_msg(ClientGeneral::ControlEvent(ControlEvent::InventoryManip(
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InventoryManip::Use(slot),
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)));
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pub fn use_slot(&mut self, slot: Slot) {
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match slot {
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Slot::Equip(equip) => {
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self.control_action(ControlAction::LoadoutManip(LoadoutManip::Use(equip)))
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},
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Slot::Inventory(inv) => self.send_msg(ClientGeneral::ControlEvent(
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ControlEvent::InventoryManip(InventoryManip::Use(inv)),
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)),
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}
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}
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pub fn swap_slots(&mut self, a: comp::slot::Slot, b: comp::slot::Slot) {
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self.send_msg(ClientGeneral::ControlEvent(ControlEvent::InventoryManip(
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InventoryManip::Swap(a, b),
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)));
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pub fn swap_slots(&mut self, a: Slot, b: Slot) {
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match (a, b) {
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(Slot::Equip(equip), slot) | (slot, Slot::Equip(equip)) => {
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self.control_action(ControlAction::LoadoutManip(LoadoutManip::Swap(equip, slot)))
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},
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(Slot::Inventory(inv1), Slot::Inventory(inv2)) => {
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self.send_msg(ClientGeneral::ControlEvent(ControlEvent::InventoryManip(
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InventoryManip::Swap(inv1, inv2),
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)))
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},
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}
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}
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pub fn drop_slot(&mut self, slot: comp::slot::Slot) {
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self.send_msg(ClientGeneral::ControlEvent(ControlEvent::InventoryManip(
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InventoryManip::Drop(slot),
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)));
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pub fn drop_slot(&mut self, slot: Slot) {
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match slot {
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Slot::Equip(equip) => {
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self.control_action(ControlAction::LoadoutManip(LoadoutManip::Drop(equip)))
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},
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Slot::Inventory(inv) => self.send_msg(ClientGeneral::ControlEvent(
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ControlEvent::InventoryManip(InventoryManip::Drop(inv)),
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)),
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}
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}
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pub fn pick_up(&mut self, entity: EcsEntity) {
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@ -807,7 +825,7 @@ impl Client {
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/// Checks whether a player can swap their weapon+ability `Loadout` settings
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/// and sends the `ControlAction` event that signals to do the swap.
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pub fn swap_loadout(&mut self) { self.control_action(ControlAction::SwapLoadout) }
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pub fn swap_loadout(&mut self) { self.control_action(ControlAction::SwapEquippedWeapons) }
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pub fn toggle_wield(&mut self) {
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let is_wielding = self
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|
@ -16,7 +16,7 @@ pub struct StateUpdate {
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pub vel: Vel,
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pub ori: Ori,
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pub energy: Energy,
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pub swap_loadout: bool,
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pub swap_equipped_weapons: bool,
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pub local_events: VecDeque<LocalEvent>,
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pub server_events: VecDeque<ServerEvent>,
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}
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@ -28,7 +28,7 @@ impl From<&JoinData<'_>> for StateUpdate {
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vel: *data.vel,
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ori: *data.ori,
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energy: *data.energy,
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swap_loadout: false,
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swap_equipped_weapons: false,
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character: data.character.clone(),
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local_events: VecDeque::new(),
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server_events: VecDeque::new(),
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|
@ -1,5 +1,8 @@
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use crate::{
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comp::{inventory::slot::Slot, BuffKind},
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comp::{
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inventory::slot::{EquipSlot, InvSlotId, Slot},
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BuffKind,
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},
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uid::Uid,
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util::Dir,
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};
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@ -14,6 +17,23 @@ pub const DEFAULT_HOLD_DURATION: Duration = Duration::from_millis(200);
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#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub enum InventoryManip {
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Pickup(Uid),
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Collect(Vec3<i32>),
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Use(InvSlotId),
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Swap(InvSlotId, InvSlotId),
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Drop(InvSlotId),
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CraftRecipe(String),
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}
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#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
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pub enum LoadoutManip {
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Use(EquipSlot),
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Swap(EquipSlot, Slot),
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Drop(EquipSlot),
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}
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#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub enum SlotManip {
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Pickup(Uid),
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Collect(Vec3<i32>),
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Use(Slot),
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@ -22,6 +42,31 @@ pub enum InventoryManip {
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CraftRecipe(String),
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}
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impl From<LoadoutManip> for SlotManip {
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fn from(loadout_manip: LoadoutManip) -> Self {
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match loadout_manip {
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LoadoutManip::Use(equip) => Self::Use(Slot::Equip(equip)),
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LoadoutManip::Swap(equip, slot) => Self::Swap(Slot::Equip(equip), slot),
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LoadoutManip::Drop(equip) => Self::Drop(Slot::Equip(equip)),
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}
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}
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}
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impl From<InventoryManip> for SlotManip {
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fn from(inv_manip: InventoryManip) -> Self {
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match inv_manip {
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InventoryManip::Pickup(pickup) => Self::Pickup(pickup),
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InventoryManip::Collect(collect) => Self::Collect(collect),
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InventoryManip::Use(inv) => Self::Use(Slot::Inventory(inv)),
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InventoryManip::Swap(inv1, inv2) => {
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Self::Swap(Slot::Inventory(inv1), Slot::Inventory(inv2))
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},
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InventoryManip::Drop(inv) => Self::Drop(Slot::Inventory(inv)),
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InventoryManip::CraftRecipe(recipe) => Self::CraftRecipe(recipe),
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}
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}
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}
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#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub enum GroupManip {
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Invite(Uid),
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@ -48,7 +93,8 @@ pub enum ControlEvent {
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#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
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pub enum ControlAction {
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SwapLoadout,
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SwapEquippedWeapons,
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LoadoutManip(LoadoutManip),
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Wield,
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GlideWield,
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Unwield,
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|
@ -46,7 +46,7 @@ pub use chat::{
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};
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pub use controller::{
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Climb, ControlAction, ControlEvent, Controller, ControllerInputs, GroupManip, Input,
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InventoryManip, MountState, Mounting,
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InventoryManip, LoadoutManip, MountState, Mounting, SlotManip,
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};
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pub use energy::{Energy, EnergyChange, EnergySource};
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pub use group::Group;
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|
@ -46,7 +46,7 @@ pub enum ServerEvent {
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entity: EcsEntity,
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cause: comp::HealthSource,
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},
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InventoryManip(EcsEntity, comp::InventoryManip),
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InventoryManip(EcsEntity, comp::SlotManip),
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GroupManip(EcsEntity, comp::GroupManip),
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Respawn(EcsEntity),
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Shoot {
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|
@ -1,7 +1,7 @@
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use crate::{
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comp::{
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Beam, Body, CharacterState, ControlAction, Controller, ControllerInputs, Energy, Health,
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Inventory, Melee, Ori, PhysicsState, Pos, StateUpdate, Stats, Vel,
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Inventory, LoadoutManip, Melee, Ori, PhysicsState, Pos, StateUpdate, Stats, Vel,
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},
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resources::DeltaTime,
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uid::Uid,
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@ -16,7 +16,10 @@ use specs_idvs::IdvStorage;
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pub trait CharacterBehavior {
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fn behavior(&self, data: &JoinData) -> StateUpdate;
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// Impl these to provide behavior for these inputs
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fn swap_loadout(&self, data: &JoinData) -> StateUpdate { StateUpdate::from(data) }
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fn swap_equipped_weapons(&self, data: &JoinData) -> StateUpdate { StateUpdate::from(data) }
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fn manipulate_loadout(&self, data: &JoinData, _loadout_manip: LoadoutManip) -> StateUpdate {
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StateUpdate::from(data)
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}
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fn wield(&self, data: &JoinData) -> StateUpdate { StateUpdate::from(data) }
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fn glide_wield(&self, data: &JoinData) -> StateUpdate { StateUpdate::from(data) }
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fn unwield(&self, data: &JoinData) -> StateUpdate { StateUpdate::from(data) }
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@ -27,7 +30,10 @@ pub trait CharacterBehavior {
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fn talk(&self, data: &JoinData) -> StateUpdate { StateUpdate::from(data) }
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fn handle_event(&self, data: &JoinData, event: ControlAction) -> StateUpdate {
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match event {
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ControlAction::SwapLoadout => self.swap_loadout(data),
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ControlAction::SwapEquippedWeapons => self.swap_equipped_weapons(data),
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ControlAction::LoadoutManip(loadout_manip) => {
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self.manipulate_loadout(data, loadout_manip)
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},
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ControlAction::Wield => self.wield(data),
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ControlAction::GlideWield => self.glide_wield(data),
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ControlAction::Unwield => self.unwield(data),
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|
@ -1,6 +1,6 @@
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use super::utils::*;
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use crate::{
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comp::{CharacterState, StateUpdate},
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comp::{CharacterState, LoadoutManip, StateUpdate},
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states::behavior::{CharacterBehavior, JoinData},
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};
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use serde::{Deserialize, Serialize};
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@ -41,4 +41,10 @@ impl CharacterBehavior for Data {
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update.character = CharacterState::Idle;
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update
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}
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fn manipulate_loadout(&self, data: &JoinData, loadout_manip: LoadoutManip) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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handle_manipulate_loadout(&data, &mut update, loadout_manip);
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update
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}
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}
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|
@ -1,6 +1,6 @@
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use super::utils::*;
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use crate::{
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comp::{slot::EquipSlot, CharacterState, EnergySource, StateUpdate},
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comp::{slot::EquipSlot, CharacterState, EnergySource, LoadoutManip, StateUpdate},
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states::behavior::{CharacterBehavior, JoinData},
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};
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@ -68,4 +68,10 @@ impl CharacterBehavior for Data {
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update.character = CharacterState::Idle;
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update
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}
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fn manipulate_loadout(&self, data: &JoinData, loadout_manip: LoadoutManip) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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handle_manipulate_loadout(&data, &mut update, loadout_manip);
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update
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}
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}
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|
@ -1,6 +1,6 @@
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use super::utils::*;
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use crate::{
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comp::StateUpdate,
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comp::{LoadoutManip, StateUpdate},
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states::behavior::{CharacterBehavior, JoinData},
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};
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@ -55,9 +55,15 @@ impl CharacterBehavior for Data {
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update
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}
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fn swap_loadout(&self, data: &JoinData) -> StateUpdate {
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fn swap_equipped_weapons(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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attempt_swap_loadout(data, &mut update);
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attempt_swap_equipped_weapons(data, &mut update);
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update
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}
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|
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fn manipulate_loadout(&self, data: &JoinData, loadout_manip: LoadoutManip) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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handle_manipulate_loadout(&data, &mut update, loadout_manip);
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update
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}
|
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}
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|
@ -1,6 +1,6 @@
|
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use super::utils::*;
|
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use crate::{
|
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comp::{CharacterState, StateUpdate},
|
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comp::{CharacterState, LoadoutManip, StateUpdate},
|
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states::behavior::{CharacterBehavior, JoinData},
|
||||
};
|
||||
use serde::{Deserialize, Serialize};
|
||||
@ -41,4 +41,10 @@ impl CharacterBehavior for Data {
|
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update.character = CharacterState::Idle;
|
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update
|
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}
|
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|
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fn manipulate_loadout(&self, data: &JoinData, loadout_manip: LoadoutManip) -> StateUpdate {
|
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let mut update = StateUpdate::from(data);
|
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handle_manipulate_loadout(&data, &mut update, loadout_manip);
|
||||
update
|
||||
}
|
||||
}
|
||||
|
@ -1,6 +1,6 @@
|
||||
use super::utils::*;
|
||||
use crate::{
|
||||
comp::{CharacterState, StateUpdate},
|
||||
comp::{CharacterState, LoadoutManip, StateUpdate},
|
||||
states::behavior::{CharacterBehavior, JoinData},
|
||||
};
|
||||
|
||||
@ -48,9 +48,9 @@ impl CharacterBehavior for Data {
|
||||
update
|
||||
}
|
||||
|
||||
fn swap_loadout(&self, data: &JoinData) -> StateUpdate {
|
||||
fn swap_equipped_weapons(&self, data: &JoinData) -> StateUpdate {
|
||||
let mut update = StateUpdate::from(data);
|
||||
attempt_swap_loadout(data, &mut update);
|
||||
attempt_swap_equipped_weapons(data, &mut update);
|
||||
update
|
||||
}
|
||||
|
||||
@ -59,4 +59,10 @@ impl CharacterBehavior for Data {
|
||||
update.character = CharacterState::Idle;
|
||||
update
|
||||
}
|
||||
|
||||
fn manipulate_loadout(&self, data: &JoinData, loadout_manip: LoadoutManip) -> StateUpdate {
|
||||
let mut update = StateUpdate::from(data);
|
||||
handle_manipulate_loadout(&data, &mut update, loadout_manip);
|
||||
update
|
||||
}
|
||||
}
|
||||
|
@ -1,6 +1,6 @@
|
||||
use super::utils::*;
|
||||
use crate::{
|
||||
comp::{CharacterState, StateUpdate},
|
||||
comp::{CharacterState, LoadoutManip, StateUpdate},
|
||||
states::behavior::{CharacterBehavior, JoinData},
|
||||
};
|
||||
use serde::{Deserialize, Serialize};
|
||||
@ -46,4 +46,10 @@ impl CharacterBehavior for Data {
|
||||
update.character = CharacterState::Idle;
|
||||
update
|
||||
}
|
||||
|
||||
fn manipulate_loadout(&self, data: &JoinData, loadout_manip: LoadoutManip) -> StateUpdate {
|
||||
let mut update = StateUpdate::from(data);
|
||||
handle_manipulate_loadout(&data, &mut update, loadout_manip);
|
||||
update
|
||||
}
|
||||
}
|
||||
|
@ -4,10 +4,10 @@ use crate::{
|
||||
item::{Hands, ItemKind, Tool, ToolKind},
|
||||
quadruped_low, quadruped_medium,
|
||||
skills::{AxeSkill, BowSkill, HammerSkill, Skill, StaffSkill, SwordSkill},
|
||||
theropod, Body, CharacterState, StateUpdate,
|
||||
theropod, Body, CharacterState, LoadoutManip, StateUpdate,
|
||||
},
|
||||
consts::{FRIC_GROUND, GRAVITY},
|
||||
event::LocalEvent,
|
||||
event::{LocalEvent, ServerEvent},
|
||||
states::{behavior::JoinData, *},
|
||||
util::Dir,
|
||||
};
|
||||
@ -353,12 +353,24 @@ pub fn handle_climb(data: &JoinData, update: &mut StateUpdate) {
|
||||
}
|
||||
|
||||
/// Checks that player can Swap Weapons and updates `Loadout` if so
|
||||
pub fn attempt_swap_loadout(data: &JoinData, update: &mut StateUpdate) {
|
||||
pub fn attempt_swap_equipped_weapons(data: &JoinData, update: &mut StateUpdate) {
|
||||
if data.inventory.equipped(EquipSlot::Offhand).is_some() {
|
||||
update.swap_loadout = true;
|
||||
update.swap_equipped_weapons = true;
|
||||
}
|
||||
}
|
||||
|
||||
/// Handles inventory manipulations that affect the loadout
|
||||
pub fn handle_manipulate_loadout(
|
||||
data: &JoinData,
|
||||
update: &mut StateUpdate,
|
||||
loadout_manip: LoadoutManip,
|
||||
) {
|
||||
update.server_events.push_front(ServerEvent::InventoryManip(
|
||||
data.entity,
|
||||
loadout_manip.into(),
|
||||
));
|
||||
}
|
||||
|
||||
/// Checks that player can wield the glider and updates `CharacterState` if so
|
||||
pub fn attempt_glide_wield(data: &JoinData, update: &mut StateUpdate) {
|
||||
if data.inventory.equipped(EquipSlot::Glider).is_some()
|
||||
|
@ -1,6 +1,9 @@
|
||||
use super::utils::*;
|
||||
use crate::{
|
||||
comp::{CharacterState, StateUpdate},
|
||||
comp::{
|
||||
slot::{EquipSlot, Slot},
|
||||
CharacterState, LoadoutManip, StateUpdate,
|
||||
},
|
||||
states::behavior::{CharacterBehavior, JoinData},
|
||||
};
|
||||
|
||||
@ -51,9 +54,23 @@ impl CharacterBehavior for Data {
|
||||
update
|
||||
}
|
||||
|
||||
fn swap_loadout(&self, data: &JoinData) -> StateUpdate {
|
||||
fn swap_equipped_weapons(&self, data: &JoinData) -> StateUpdate {
|
||||
let mut update = StateUpdate::from(data);
|
||||
attempt_swap_loadout(data, &mut update);
|
||||
attempt_swap_equipped_weapons(data, &mut update);
|
||||
update
|
||||
}
|
||||
|
||||
fn manipulate_loadout(&self, data: &JoinData, loadout_manip: LoadoutManip) -> StateUpdate {
|
||||
let mut update = StateUpdate::from(data);
|
||||
match loadout_manip {
|
||||
LoadoutManip::Drop(EquipSlot::Mainhand)
|
||||
| LoadoutManip::Swap(EquipSlot::Mainhand, _)
|
||||
| LoadoutManip::Swap(_, Slot::Equip(EquipSlot::Mainhand)) => {
|
||||
update.character = CharacterState::Idle;
|
||||
},
|
||||
_ => (),
|
||||
}
|
||||
handle_manipulate_loadout(&data, &mut update, loadout_manip);
|
||||
update
|
||||
}
|
||||
}
|
||||
|
@ -30,7 +30,7 @@ fn incorporate_update(tuple: &mut JoinTuple, state_update: StateUpdate) {
|
||||
if tuple.6.get_unchecked() != &state_update.energy {
|
||||
*tuple.6.get_mut_unchecked() = state_update.energy
|
||||
};
|
||||
if state_update.swap_loadout {
|
||||
if state_update.swap_equipped_weapons {
|
||||
let mut inventory = tuple.7.get_mut_unchecked();
|
||||
let inventory = &mut *inventory;
|
||||
inventory
|
||||
|
@ -1,8 +1,5 @@
|
||||
use common::{
|
||||
comp::{
|
||||
slot::{EquipSlot, Slot},
|
||||
BuffChange, CharacterState, ControlEvent, Controller, InventoryManip,
|
||||
},
|
||||
comp::{BuffChange, ControlEvent, Controller},
|
||||
event::{EventBus, LocalEvent, ServerEvent},
|
||||
metrics::SysMetrics,
|
||||
resources::DeltaTime,
|
||||
@ -30,7 +27,6 @@ impl<'a> System<'a> for Sys {
|
||||
Read<'a, DeltaTime>,
|
||||
ReadExpect<'a, SysMetrics>,
|
||||
WriteStorage<'a, Controller>,
|
||||
WriteStorage<'a, CharacterState>,
|
||||
ReadStorage<'a, Uid>,
|
||||
);
|
||||
|
||||
@ -44,7 +40,6 @@ impl<'a> System<'a> for Sys {
|
||||
_dt,
|
||||
sys_metrics,
|
||||
mut controllers,
|
||||
mut character_states,
|
||||
uids,
|
||||
): Self::SystemData,
|
||||
) {
|
||||
@ -52,9 +47,7 @@ impl<'a> System<'a> for Sys {
|
||||
span!(_guard, "run", "controller::Sys::run");
|
||||
let mut server_emitter = server_bus.emitter();
|
||||
|
||||
for (entity, _uid, controller, mut character_state) in
|
||||
(&entities, &uids, &mut controllers, &mut character_states).join()
|
||||
{
|
||||
for (entity, _uid, controller) in (&entities, &uids, &mut controllers).join() {
|
||||
let mut inputs = &mut controller.inputs;
|
||||
|
||||
// Note(imbris): I avoided incrementing the duration with inputs.tick() because
|
||||
@ -106,19 +99,7 @@ impl<'a> System<'a> for Sys {
|
||||
}
|
||||
},
|
||||
ControlEvent::InventoryManip(manip) => {
|
||||
// Unwield if a wielded equipment slot is being modified, to avoid entering
|
||||
// a barehanded wielding state.
|
||||
if character_state.is_wield() {
|
||||
match manip {
|
||||
InventoryManip::Drop(Slot::Equip(EquipSlot::Mainhand))
|
||||
| InventoryManip::Swap(_, Slot::Equip(EquipSlot::Mainhand))
|
||||
| InventoryManip::Swap(Slot::Equip(EquipSlot::Mainhand), _) => {
|
||||
*character_state = CharacterState::Idle;
|
||||
},
|
||||
_ => (),
|
||||
}
|
||||
}
|
||||
server_emitter.emit(ServerEvent::InventoryManip(entity, manip))
|
||||
server_emitter.emit(ServerEvent::InventoryManip(entity, manip.into()));
|
||||
},
|
||||
ControlEvent::GroupManip(manip) => {
|
||||
server_emitter.emit(ServerEvent::GroupManip(entity, manip))
|
||||
|
@ -37,7 +37,7 @@ pub fn snuff_lantern(storage: &mut WriteStorage<comp::LightEmitter>, entity: Ecs
|
||||
|
||||
#[allow(clippy::blocks_in_if_conditions)]
|
||||
#[allow(clippy::same_item_push)] // TODO: Pending review in #587
|
||||
pub fn handle_inventory(server: &mut Server, entity: EcsEntity, manip: comp::InventoryManip) {
|
||||
pub fn handle_inventory(server: &mut Server, entity: EcsEntity, manip: comp::SlotManip) {
|
||||
let state = server.state_mut();
|
||||
let mut dropped_items = Vec::new();
|
||||
let mut thrown_items = Vec::new();
|
||||
@ -60,7 +60,7 @@ pub fn handle_inventory(server: &mut Server, entity: EcsEntity, manip: comp::Inv
|
||||
};
|
||||
|
||||
match manip {
|
||||
comp::InventoryManip::Pickup(uid) => {
|
||||
comp::SlotManip::Pickup(uid) => {
|
||||
let picked_up_item: Option<comp::Item>;
|
||||
let item_entity = if let (Some((item, item_entity)), Some(mut inv)) = (
|
||||
state
|
||||
@ -133,7 +133,7 @@ pub fn handle_inventory(server: &mut Server, entity: EcsEntity, manip: comp::Inv
|
||||
state.write_component(entity, event);
|
||||
},
|
||||
|
||||
comp::InventoryManip::Collect(pos) => {
|
||||
comp::SlotManip::Collect(pos) => {
|
||||
let block = state.terrain().get(pos).ok().copied();
|
||||
|
||||
if let Some(block) = block {
|
||||
@ -204,7 +204,7 @@ pub fn handle_inventory(server: &mut Server, entity: EcsEntity, manip: comp::Inv
|
||||
}
|
||||
},
|
||||
|
||||
comp::InventoryManip::Use(slot) => {
|
||||
comp::SlotManip::Use(slot) => {
|
||||
let mut inventories = state.ecs().write_storage::<comp::Inventory>();
|
||||
let mut inventory = if let Some(inventory) = inventories.get_mut(entity) {
|
||||
inventory
|
||||
@ -405,7 +405,7 @@ pub fn handle_inventory(server: &mut Server, entity: EcsEntity, manip: comp::Inv
|
||||
}
|
||||
},
|
||||
|
||||
comp::InventoryManip::Swap(a, b) => {
|
||||
comp::SlotManip::Swap(a, b) => {
|
||||
let ecs = state.ecs();
|
||||
|
||||
if let Some(pos) = ecs.read_storage::<comp::Pos>().get(entity) {
|
||||
@ -429,7 +429,7 @@ pub fn handle_inventory(server: &mut Server, entity: EcsEntity, manip: comp::Inv
|
||||
);
|
||||
},
|
||||
|
||||
comp::InventoryManip::Drop(slot) => {
|
||||
comp::SlotManip::Drop(slot) => {
|
||||
let item = match slot {
|
||||
Slot::Inventory(slot) => state
|
||||
.ecs()
|
||||
@ -462,7 +462,7 @@ pub fn handle_inventory(server: &mut Server, entity: EcsEntity, manip: comp::Inv
|
||||
);
|
||||
},
|
||||
|
||||
comp::InventoryManip::CraftRecipe(recipe) => {
|
||||
comp::SlotManip::CraftRecipe(recipe) => {
|
||||
if let Some(mut inv) = state
|
||||
.ecs()
|
||||
.write_storage::<comp::Inventory>()
|
||||
|
Loading…
Reference in New Issue
Block a user