Loadout manipulations now emit a separate event from client instead of hackily intercepting inventory manipulations in common.

This commit is contained in:
Sam 2021-02-08 12:31:17 -05:00
parent f026aeb2dc
commit 1c83c5ee6f
14 changed files with 71 additions and 80 deletions

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@ -22,8 +22,9 @@ use common::{
chat::{KillSource, KillType},
group,
skills::Skill,
slot::Slot,
ControlAction, ControlEvent, Controller, ControllerInputs, GroupManip, InventoryManip,
InventoryUpdateEvent,
InventoryUpdateEvent, LoadoutManip,
},
event::{EventBus, LocalEvent},
grid::Grid,
@ -598,22 +599,32 @@ impl Client {
self.send_msg(ClientGeneral::SetViewDistance(self.view_distance.unwrap()));
}
pub fn use_slot(&mut self, slot: comp::slot::Slot) {
pub fn use_slot(&mut self, slot: Slot) {
self.send_msg(ClientGeneral::ControlEvent(ControlEvent::InventoryManip(
InventoryManip::Use(slot),
)));
}
pub fn swap_slots(&mut self, a: comp::slot::Slot, b: comp::slot::Slot) {
self.send_msg(ClientGeneral::ControlEvent(ControlEvent::InventoryManip(
InventoryManip::Swap(a, b),
)));
pub fn swap_slots(&mut self, a: Slot, b: Slot) {
match (a, b) {
(Slot::Equip(equip), slot) | (slot, Slot::Equip(equip)) => {
self.control_action(ControlAction::LoadoutManip(LoadoutManip::Swap(equip, slot)))
},
_ => self.send_msg(ClientGeneral::ControlEvent(ControlEvent::InventoryManip(
InventoryManip::Swap(a, b),
))),
}
}
pub fn drop_slot(&mut self, slot: comp::slot::Slot) {
self.send_msg(ClientGeneral::ControlEvent(ControlEvent::InventoryManip(
InventoryManip::Drop(slot),
)));
pub fn drop_slot(&mut self, slot: Slot) {
match slot {
Slot::Equip(equip) => {
self.control_action(ControlAction::LoadoutManip(LoadoutManip::Drop(equip)))
},
_ => self.send_msg(ClientGeneral::ControlEvent(ControlEvent::InventoryManip(
InventoryManip::Drop(slot),
))),
}
}
pub fn pick_up(&mut self, entity: EcsEntity) {
@ -807,7 +818,7 @@ impl Client {
/// Checks whether a player can swap their weapon+ability `Loadout` settings
/// and sends the `ControlAction` event that signals to do the swap.
pub fn swap_loadout(&mut self) { self.control_action(ControlAction::SwapLoadout) }
pub fn swap_loadout(&mut self) { self.control_action(ControlAction::SwapEquippedWeapons) }
pub fn toggle_wield(&mut self) {
let is_wielding = self

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@ -16,7 +16,7 @@ pub struct StateUpdate {
pub vel: Vel,
pub ori: Ori,
pub energy: Energy,
pub swap_loadout: bool,
pub swap_equipped_weapons: bool,
pub local_events: VecDeque<LocalEvent>,
pub server_events: VecDeque<ServerEvent>,
}
@ -28,7 +28,7 @@ impl From<&JoinData<'_>> for StateUpdate {
vel: *data.vel,
ori: *data.ori,
energy: *data.energy,
swap_loadout: false,
swap_equipped_weapons: false,
character: data.character.clone(),
local_events: VecDeque::new(),
server_events: VecDeque::new(),

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@ -1,5 +1,8 @@
use crate::{
comp::{inventory::slot::Slot, BuffKind},
comp::{
inventory::slot::{EquipSlot, Slot},
BuffKind,
},
uid::Uid,
util::Dir,
};
@ -24,25 +27,15 @@ pub enum InventoryManip {
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
pub enum LoadoutManip {
Swap(Slot, Slot),
Drop(Slot),
Swap(EquipSlot, Slot),
Drop(EquipSlot),
}
impl From<LoadoutManip> for InventoryManip {
fn from(loadout_manip: LoadoutManip) -> Self {
match loadout_manip {
LoadoutManip::Swap(slot1, slot2) => Self::Swap(slot1, slot2),
LoadoutManip::Drop(slot) => Self::Drop(slot),
}
}
}
impl From<InventoryManip> for Option<LoadoutManip> {
fn from(inv_manip: InventoryManip) -> Self {
match inv_manip {
InventoryManip::Swap(slot1, slot2) => Some(LoadoutManip::Swap(slot1, slot2)),
InventoryManip::Drop(slot) => Some(LoadoutManip::Drop(slot)),
_ => None,
LoadoutManip::Swap(equip, slot) => Self::Swap(Slot::Equip(equip), slot),
LoadoutManip::Drop(equip) => Self::Drop(Slot::Equip(equip)),
}
}
}
@ -73,8 +66,8 @@ pub enum ControlEvent {
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
pub enum ControlAction {
SwapLoadout,
ModifyLoadout(Option<LoadoutManip>),
SwapEquippedWeapons,
LoadoutManip(LoadoutManip),
Wield,
GlideWield,
Unwield,

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@ -16,8 +16,8 @@ use specs_idvs::IdvStorage;
pub trait CharacterBehavior {
fn behavior(&self, data: &JoinData) -> StateUpdate;
// Impl these to provide behavior for these inputs
fn swap_loadout(&self, data: &JoinData) -> StateUpdate { StateUpdate::from(data) }
fn modify_loadout(&self, data: &JoinData, _loadout_manip: Option<LoadoutManip>) -> StateUpdate {
fn swap_equipped_weapons(&self, data: &JoinData) -> StateUpdate { StateUpdate::from(data) }
fn manipulate_loadout(&self, data: &JoinData, _loadout_manip: LoadoutManip) -> StateUpdate {
StateUpdate::from(data)
}
fn wield(&self, data: &JoinData) -> StateUpdate { StateUpdate::from(data) }
@ -30,8 +30,10 @@ pub trait CharacterBehavior {
fn talk(&self, data: &JoinData) -> StateUpdate { StateUpdate::from(data) }
fn handle_event(&self, data: &JoinData, event: ControlAction) -> StateUpdate {
match event {
ControlAction::SwapLoadout => self.swap_loadout(data),
ControlAction::ModifyLoadout(loadout_manip) => self.modify_loadout(data, loadout_manip),
ControlAction::SwapEquippedWeapons => self.swap_equipped_weapons(data),
ControlAction::LoadoutManip(loadout_manip) => {
self.manipulate_loadout(data, loadout_manip)
},
ControlAction::Wield => self.wield(data),
ControlAction::GlideWield => self.glide_wield(data),
ControlAction::Unwield => self.unwield(data),

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@ -42,9 +42,9 @@ impl CharacterBehavior for Data {
update
}
fn modify_loadout(&self, data: &JoinData, loadout_manip: Option<LoadoutManip>) -> StateUpdate {
fn manipulate_loadout(&self, data: &JoinData, loadout_manip: LoadoutManip) -> StateUpdate {
let mut update = StateUpdate::from(data);
handle_modify_loadout(&data, &mut update, loadout_manip);
handle_manipulate_loadout(&data, &mut update, loadout_manip);
update
}
}

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@ -69,9 +69,9 @@ impl CharacterBehavior for Data {
update
}
fn modify_loadout(&self, data: &JoinData, loadout_manip: Option<LoadoutManip>) -> StateUpdate {
fn manipulate_loadout(&self, data: &JoinData, loadout_manip: LoadoutManip) -> StateUpdate {
let mut update = StateUpdate::from(data);
handle_modify_loadout(&data, &mut update, loadout_manip);
handle_manipulate_loadout(&data, &mut update, loadout_manip);
update
}
}

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@ -55,15 +55,15 @@ 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 modify_loadout(&self, data: &JoinData, loadout_manip: Option<LoadoutManip>) -> StateUpdate {
fn manipulate_loadout(&self, data: &JoinData, loadout_manip: LoadoutManip) -> StateUpdate {
let mut update = StateUpdate::from(data);
handle_modify_loadout(&data, &mut update, loadout_manip);
handle_manipulate_loadout(&data, &mut update, loadout_manip);
update
}
}

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@ -42,9 +42,9 @@ impl CharacterBehavior for Data {
update
}
fn modify_loadout(&self, data: &JoinData, loadout_manip: Option<LoadoutManip>) -> StateUpdate {
fn manipulate_loadout(&self, data: &JoinData, loadout_manip: LoadoutManip) -> StateUpdate {
let mut update = StateUpdate::from(data);
handle_modify_loadout(&data, &mut update, loadout_manip);
handle_manipulate_loadout(&data, &mut update, loadout_manip);
update
}
}

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@ -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
}
@ -60,9 +60,9 @@ impl CharacterBehavior for Data {
update
}
fn modify_loadout(&self, data: &JoinData, loadout_manip: Option<LoadoutManip>) -> StateUpdate {
fn manipulate_loadout(&self, data: &JoinData, loadout_manip: LoadoutManip) -> StateUpdate {
let mut update = StateUpdate::from(data);
handle_modify_loadout(&data, &mut update, loadout_manip);
handle_manipulate_loadout(&data, &mut update, loadout_manip);
update
}
}

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@ -47,9 +47,9 @@ impl CharacterBehavior for Data {
update
}
fn modify_loadout(&self, data: &JoinData, loadout_manip: Option<LoadoutManip>) -> StateUpdate {
fn manipulate_loadout(&self, data: &JoinData, loadout_manip: LoadoutManip) -> StateUpdate {
let mut update = StateUpdate::from(data);
handle_modify_loadout(&data, &mut update, loadout_manip);
handle_manipulate_loadout(&data, &mut update, loadout_manip);
update
}
}

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@ -353,24 +353,22 @@ 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_modify_loadout(
pub fn handle_manipulate_loadout(
data: &JoinData,
update: &mut StateUpdate,
loadout_manip: Option<LoadoutManip>,
loadout_manip: LoadoutManip,
) {
if let Some(loadout_manip) = loadout_manip {
update.server_events.push_front(ServerEvent::InventoryManip(
data.entity,
loadout_manip.into(),
));
}
update.server_events.push_front(ServerEvent::InventoryManip(
data.entity,
loadout_manip.into(),
));
}
/// Checks that player can wield the glider and updates `CharacterState` if so

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@ -51,15 +51,15 @@ 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 modify_loadout(&self, data: &JoinData, loadout_manip: Option<LoadoutManip>) -> StateUpdate {
fn manipulate_loadout(&self, data: &JoinData, loadout_manip: LoadoutManip) -> StateUpdate {
let mut update = StateUpdate::from(data);
handle_modify_loadout(&data, &mut update, loadout_manip);
handle_manipulate_loadout(&data, &mut update, loadout_manip);
update
}
}

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@ -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

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@ -1,5 +1,5 @@
use common::{
comp::{slot::Slot, BuffChange, ControlAction, ControlEvent, Controller, InventoryManip},
comp::{BuffChange, ControlEvent, Controller},
event::{EventBus, LocalEvent, ServerEvent},
metrics::SysMetrics,
resources::DeltaTime,
@ -99,20 +99,7 @@ impl<'a> System<'a> for Sys {
}
},
ControlEvent::InventoryManip(manip) => {
// if an equipped slot is being changed, send a control action that the
// loadout was modified
match manip {
InventoryManip::Drop(Slot::Equip(_))
| InventoryManip::Swap(_, Slot::Equip(_))
| InventoryManip::Swap(Slot::Equip(_), _) => {
controller
.actions
.push(ControlAction::ModifyLoadout(manip.into()));
},
_ => {
server_emitter.emit(ServerEvent::InventoryManip(entity, manip));
},
}
server_emitter.emit(ServerEvent::InventoryManip(entity, manip));
},
ControlEvent::GroupManip(manip) => {
server_emitter.emit(ServerEvent::GroupManip(entity, manip))