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https://gitlab.com/veloren/veloren.git
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Improvements and fixes for interacting/collecting
* Inert entities like arrows no longer block interactions like picking up items! Logic looking for the closest entity will skip them. * When pickaxe is not equipped and wielded we now show "Needs Pickaxe" as the hint text for mineable blocks. * Mineable blocks that aren't pointed at now show the mining text hint instead of the text hint used for regular collectible blocks. * Fixed recent bug where all interactables were showing the open text hint. * Split `BlockInteraction` out of the `Interaction` enum in voxygen since we were using this enum for two different things.
This commit is contained in:
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@ -38,6 +38,8 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- Lamps, embers and campfires use glowing indices
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- Non-potion drinks no longer heal as much as potions.
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- Added SFX to the new sword abilities
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- Fixed various issues with showing the correct text hint for interactable blocks.
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- Intert entities like arrows no longer obstruct interacting with nearby entities/blocks.
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## [0.14.0] - 2023-01-07
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@ -45,6 +45,7 @@ hud-use = Use
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hud-unlock-requires = Open with { $item }
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hud-unlock-consumes = Use { $item } to open
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hud-mine = Mine
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hud-needs_pickaxe = Needs Pickaxe
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hud-talk = Talk
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hud-trade = Trade
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hud-mount = Mount
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@ -17,9 +17,9 @@ use crate::{
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event::{LocalEvent, ServerEvent},
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outcome::Outcome,
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states::{behavior::JoinData, utils::CharacterState::Idle, *},
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terrain::{TerrainChunkSize, UnlockKind},
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terrain::{TerrainGrid, UnlockKind},
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util::Dir,
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vol::{ReadVol, RectVolSize},
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vol::ReadVol,
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};
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use core::hash::BuildHasherDefault;
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use fxhash::FxHasher64;
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@ -844,10 +844,7 @@ pub fn handle_manipulate_loadout(
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if close_to_sprite {
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// First, get sprite data for position, if there is a sprite
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use sprite_interact::SpriteInteractKind;
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let sprite_chunk_pos = sprite_pos
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.xy()
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.map2(TerrainChunkSize::RECT_SIZE, |e, sz| e.rem_euclid(sz as i32))
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.with_z(sprite_pos.z);
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let sprite_chunk_pos = TerrainGrid::chunk_offs(sprite_pos);
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let sprite_cfg = data
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.terrain
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.pos_chunk(sprite_pos)
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@ -65,12 +65,9 @@ use crate::{
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game_input::GameInput,
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hud::{img_ids::ImgsRot, prompt_dialog::DialogOutcomeEvent},
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render::UiDrawer,
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scene::{
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camera::{self, Camera},
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terrain::Interaction,
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},
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scene::camera::{self, Camera},
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session::{
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interactable::Interactable,
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interactable::{BlockInteraction, Interactable},
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settings_change::{
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Audio, Chat as ChatChange, Interface as InterfaceChange, SettingsChange,
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},
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@ -673,6 +670,7 @@ pub struct DebugInfo {
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pub struct HudInfo {
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pub is_aiming: bool,
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pub is_mining: bool,
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pub is_first_person: bool,
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pub viewpoint_entity: specs::Entity,
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pub mutable_viewpoint: bool,
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@ -2019,7 +2017,10 @@ impl Hud {
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pickup_failed_pulse: self.failed_entity_pickups.get(&entity).cloned(),
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},
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&self.fonts,
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vec![(GameInput::Interact, i18n.get_msg("hud-pick_up").to_string())],
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vec![(
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Some(GameInput::Interact),
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i18n.get_msg("hud-pick_up").to_string(),
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)],
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)
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.set(overitem_id, ui_widgets);
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}
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@ -2039,31 +2040,46 @@ impl Hud {
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let over_pos = pos + Vec3::unit_z() * 0.7;
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let interaction_text = || match interaction {
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Interaction::Collect => {
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vec![(GameInput::Interact, i18n.get_msg("hud-collect").to_string())]
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BlockInteraction::Collect => {
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vec![(
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Some(GameInput::Interact),
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i18n.get_msg("hud-collect").to_string(),
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)]
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},
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Interaction::Craft(_) => {
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vec![(GameInput::Interact, i18n.get_msg("hud-use").to_string())]
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BlockInteraction::Craft(_) => {
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vec![(
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Some(GameInput::Interact),
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i18n.get_msg("hud-use").to_string(),
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)]
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},
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Interaction::Unlock(kind) => vec![(GameInput::Interact, match kind {
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UnlockKind::Free => i18n.get_msg("hud-open").to_string(),
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UnlockKind::Requires(item) => i18n
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.get_msg_ctx("hud-unlock-requires", &i18n::fluent_args! {
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"item" => item.as_ref().itemdef_id()
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.map(|id| Item::new_from_asset_expect(id).describe())
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.unwrap_or_else(|| "modular item".to_string()),
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})
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.to_string(),
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UnlockKind::Consumes(item) => i18n
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.get_msg_ctx("hud-unlock-requires", &i18n::fluent_args! {
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"item" => item.as_ref().itemdef_id()
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.map(|id| Item::new_from_asset_expect(id).describe())
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.unwrap_or_else(|| "modular item".to_string()),
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})
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.to_string(),
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})],
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Interaction::Mine => {
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vec![(GameInput::Primary, i18n.get_msg("hud-mine").to_string())]
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BlockInteraction::Unlock(kind) => {
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vec![(Some(GameInput::Interact), match kind {
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UnlockKind::Free => i18n.get_msg("hud-open").to_string(),
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UnlockKind::Requires(item) => i18n
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.get_msg_ctx("hud-unlock-requires", &i18n::fluent_args! {
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"item" => item.as_ref().itemdef_id()
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.map(|id| Item::new_from_asset_expect(id).describe())
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.unwrap_or_else(|| "modular item".to_string()),
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})
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.to_string(),
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UnlockKind::Consumes(item) => i18n
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.get_msg_ctx("hud-unlock-requires", &i18n::fluent_args! {
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"item" => item.as_ref().itemdef_id()
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.map(|id| Item::new_from_asset_expect(id).describe())
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.unwrap_or_else(|| "modular item".to_string()),
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})
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.to_string(),
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})]
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},
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BlockInteraction::Mine => {
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if info.is_mining {
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vec![(
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Some(GameInput::Primary),
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i18n.get_msg("hud-mine").to_string(),
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)]
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} else {
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vec![(None, i18n.get_msg("hud-needs_pickaxe").to_string())]
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}
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},
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};
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@ -2083,7 +2099,10 @@ impl Hud {
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overitem_properties,
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self.pulse,
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&global_state.window.key_layout,
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vec![(GameInput::Interact, i18n.get_msg("hud-open").to_string())],
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vec![(
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Some(GameInput::Interact),
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i18n.get_msg("hud-open").to_string(),
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)],
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)
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.x_y(0.0, 100.0)
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.position_ingame(over_pos)
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@ -2152,7 +2171,10 @@ impl Hud {
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overitem_properties,
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self.pulse,
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&global_state.window.key_layout,
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vec![(GameInput::Interact, i18n.get_msg("hud-sit").to_string())],
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vec![(
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Some(GameInput::Interact),
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i18n.get_msg("hud-sit").to_string(),
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)],
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)
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.x_y(0.0, 100.0)
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.position_ingame(over_pos)
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@ -46,7 +46,8 @@ pub struct Overitem<'a> {
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properties: OveritemProperties,
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pulse: f32,
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key_layout: &'a Option<KeyLayout>,
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interaction_options: Vec<(GameInput, String)>,
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// GameInput optional so we can just show stuff like "needs pickaxe"
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interaction_options: Vec<(Option<GameInput>, String)>,
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}
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impl<'a> Overitem<'a> {
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@ -60,7 +61,7 @@ impl<'a> Overitem<'a> {
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properties: OveritemProperties,
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pulse: f32,
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key_layout: &'a Option<KeyLayout>,
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interaction_options: Vec<(GameInput, String)>,
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interaction_options: Vec<(Option<GameInput>, String)>,
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) -> Self {
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Self {
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name,
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@ -177,19 +178,20 @@ impl<'a> Widget for Overitem<'a> {
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.interaction_options
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.iter()
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.filter_map(|(input, action)| {
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Some((
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self.controls
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.get_binding(*input)
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.filter(|_| self.properties.active)?,
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action,
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))
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let binding = if let Some(input) = input {
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Some(self.controls.get_binding(*input)?)
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} else {
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None
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};
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Some((binding, action))
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})
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.map(|(input, action)| {
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format!(
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"{} {}",
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input.display_string(self.key_layout).as_str(),
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action
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)
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if let Some(input) = input {
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let input = input.display_string(self.key_layout);
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format!("{} {action}", input.as_str())
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} else {
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action.to_string()
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}
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})
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.collect::<Vec<_>>()
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.join("\n");
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@ -1,16 +1,16 @@
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use crate::hud::CraftingTab;
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use common::terrain::{BlockKind, SpriteKind, TerrainChunk, UnlockKind};
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use common::terrain::{BlockKind, SpriteKind, TerrainChunk};
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use common_base::span;
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use rand::prelude::*;
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use rand_chacha::ChaCha8Rng;
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use vek::*;
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#[derive(Clone, Debug)]
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#[derive(Clone, Copy, Debug)]
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pub enum Interaction {
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/// This covers mining, unlocking, and regular collectable things (e.g.
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/// twigs).
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Collect,
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Unlock(UnlockKind),
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Craft(CraftingTab),
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Mine,
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}
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pub enum FireplaceType {
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@ -169,17 +169,7 @@ impl BlocksOfInterest {
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},
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}
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if block.collectible_id().is_some() {
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interactables.push((
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pos,
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block
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.get_sprite()
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.map(|s| {
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Interaction::Unlock(
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s.unlock_condition(chunk.meta().sprite_cfg_at(pos).cloned()),
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)
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})
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.unwrap_or(Interaction::Collect),
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));
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interactables.push((pos, Interaction::Collect));
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}
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if let Some(glow) = block.get_glow() {
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// Currently, we count filled blocks as 'minor' lights, and sprites as
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@ -12,19 +12,30 @@ use common::{
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consts::MAX_PICKUP_RANGE,
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link::Is,
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mounting::Mount,
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terrain::Block,
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terrain::{Block, TerrainGrid, UnlockKind},
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util::find_dist::{Cube, Cylinder, FindDist},
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vol::ReadVol,
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};
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use common_base::span;
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use crate::scene::{terrain::Interaction, Scene};
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use crate::{
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hud::CraftingTab,
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scene::{terrain::Interaction, Scene},
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};
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#[derive(Clone, Debug)]
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pub enum BlockInteraction {
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Collect,
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Unlock(UnlockKind),
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Craft(CraftingTab),
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// TODO: mining blocks don't use the interaction key, so it might not be the best abstraction
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// to have them here, will see how things turn out
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Mine,
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}
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// TODO: extract mining blocks (the None case in the Block variant) from this
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// enum since they don't use the interaction key
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#[derive(Clone, Debug)]
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pub enum Interactable {
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Block(Block, Vec3<i32>, Interaction),
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Block(Block, Vec3<i32>, BlockInteraction),
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Entity(specs::Entity),
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}
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@ -35,6 +46,44 @@ impl Interactable {
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Self::Block(_, _, _) => None,
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}
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}
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fn from_block_pos(
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terrain: &TerrainGrid,
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pos: Vec3<i32>,
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interaction: Interaction,
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) -> Option<Self> {
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let Ok(&block) = terrain.get(pos) else { return None };
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let block_interaction = match interaction {
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Interaction::Collect => {
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// Check if this is an unlockable sprite
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let unlock = block.get_sprite().and_then(|sprite| {
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let Some(chunk) = terrain.pos_chunk(pos) else { return None };
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let sprite_chunk_pos = TerrainGrid::chunk_offs(pos);
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let sprite_cfg = chunk.meta().sprite_cfg_at(sprite_chunk_pos);
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let unlock_condition = sprite.unlock_condition(sprite_cfg.cloned());
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// HACK: No other way to distinguish between things that should be unlockable
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// and regular sprites with the current unlock_condition method so we hack
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// around that by saying that it is a regular collectible sprite if
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// `unlock_condition` returns UnlockKind::Free and the cfg was `None`.
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if sprite_cfg.is_some() || !matches!(&unlock_condition, UnlockKind::Free) {
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Some(unlock_condition)
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} else {
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None
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}
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});
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if let Some(unlock) = unlock {
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BlockInteraction::Unlock(unlock)
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} else if block.mine_tool().is_some() {
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BlockInteraction::Mine
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} else {
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BlockInteraction::Collect
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}
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},
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Interaction::Craft(tab) => BlockInteraction::Craft(tab),
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};
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Some(Self::Block(block, pos, block_interaction))
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}
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}
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/// Select interactable to highlight, display interaction text for, and to
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@ -62,13 +111,10 @@ pub(super) fn select_interactable(
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collect_target.map(|t| t.distance),
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]);
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fn get_block<T>(client: &Client, target: Target<T>) -> Option<Block> {
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client
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.state()
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.terrain()
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.get(target.position_int())
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.ok()
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.copied()
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let terrain = client.state().terrain();
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fn get_block<T>(terrain: &common::terrain::TerrainGrid, target: Target<T>) -> Option<Block> {
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terrain.get(target.position_int()).ok().copied()
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}
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if let Some(interactable) = entity_target
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@ -83,8 +129,9 @@ pub(super) fn select_interactable(
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.or_else(|| {
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collect_target.and_then(|t| {
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if Some(t.distance) == nearest_dist {
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get_block(client, t)
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.map(|b| Interactable::Block(b, t.position_int(), Interaction::Collect))
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get_block(&terrain, t).map(|b| {
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Interactable::Block(b, t.position_int(), BlockInteraction::Collect)
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})
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} else {
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None
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}
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@ -93,14 +140,18 @@ pub(super) fn select_interactable(
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.or_else(|| {
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mine_target.and_then(|t| {
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if Some(t.distance) == nearest_dist {
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get_block(client, t).and_then(|b| {
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get_block(&terrain, t).and_then(|b| {
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// Handling edge detection. sometimes the casting (in Target mod) returns a
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// position which is actually empty, which we do not want labeled as an
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// interactable. We are only returning the mineable air
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// elements (e.g. minerals). The mineable weakrock are used
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// in the terrain selected_pos, but is not an interactable.
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if b.mine_tool().is_some() && b.is_air() {
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Some(Interactable::Block(b, t.position_int(), Interaction::Mine))
|
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Some(Interactable::Block(
|
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b,
|
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t.position_int(),
|
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BlockInteraction::Mine,
|
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))
|
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} else {
|
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None
|
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}
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@ -124,6 +175,9 @@ pub(super) fn select_interactable(
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let colliders = ecs.read_storage::<comp::Collider>();
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let char_states = ecs.read_storage::<comp::CharacterState>();
|
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let is_mount = ecs.read_storage::<Is<Mount>>();
|
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let bodies = ecs.read_storage::<comp::Body>();
|
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let items = ecs.read_storage::<comp::Item>();
|
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let stats = ecs.read_storage::<comp::Stats>();
|
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|
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let player_cylinder = Cylinder::from_components(
|
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player_pos,
|
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@ -135,20 +189,39 @@ pub(super) fn select_interactable(
|
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let closest_interactable_entity = (
|
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&ecs.entities(),
|
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&positions,
|
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&bodies,
|
||||
scales.maybe(),
|
||||
colliders.maybe(),
|
||||
char_states.maybe(),
|
||||
!&is_mount,
|
||||
(stats.mask() | items.mask()).maybe(),
|
||||
)
|
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.join()
|
||||
.filter(|(e, _, _, _, _, _)| *e != player_entity)
|
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.map(|(e, p, s, c, cs, _)| {
|
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.filter_map(|(e, p, b, s, c, cs, _, has_stats_or_item)| {
|
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// Note, if this becomes expensive to compute do it after the distance check!
|
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//
|
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// The entities that can be interacted with:
|
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// * Sitting at campfires (Body::is_campfire)
|
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// * Talking/trading with npcs (note hud code uses Alignment but I can't bring
|
||||
// myself to write more code on that depends on having this on the client so
|
||||
// we just check for presence of Stats component for now, it is okay to have
|
||||
// some false positives here as long as it doesn't frequently prevent us from
|
||||
// interacting with actual interactable entities that are closer by)
|
||||
// * Dropped items that can be picked up (Item component)
|
||||
let is_interactable = b.is_campfire() || has_stats_or_item.is_some();
|
||||
|
||||
if e == player_entity || !is_interactable {
|
||||
return None;
|
||||
};
|
||||
|
||||
let cylinder = Cylinder::from_components(p.0, s.copied(), c, cs);
|
||||
(e, cylinder)
|
||||
// Roughly filter out entities farther than interaction distance
|
||||
if player_cylinder.approx_in_range(cylinder, MAX_PICKUP_RANGE) {
|
||||
Some((e, player_cylinder.min_distance(cylinder)))
|
||||
} else {
|
||||
None
|
||||
}
|
||||
})
|
||||
// Roughly filter out entities farther than interaction distance
|
||||
.filter(|(_, cylinder)| player_cylinder.approx_in_range(*cylinder, MAX_PICKUP_RANGE))
|
||||
.map(|(e, cylinder)| (e, player_cylinder.min_distance(cylinder)))
|
||||
.min_by_key(|(_, dist)| OrderedFloat(*dist));
|
||||
|
||||
// Only search as far as closest interactable entity
|
||||
@ -156,7 +229,7 @@ pub(super) fn select_interactable(
|
||||
let player_chunk = player_pos.xy().map2(TerrainChunk::RECT_SIZE, |e, sz| {
|
||||
(e.floor() as i32).div_euclid(sz as i32)
|
||||
});
|
||||
let terrain = scene.terrain();
|
||||
let scene_terrain = scene.terrain();
|
||||
|
||||
// Find closest interactable block
|
||||
// TODO: consider doing this one first?
|
||||
@ -168,7 +241,7 @@ pub(super) fn select_interactable(
|
||||
let chunk_pos = player_chunk + offset;
|
||||
let chunk_voxel_pos =
|
||||
Vec3::<i32>::from(chunk_pos * TerrainChunk::RECT_SIZE.map(|e| e as i32));
|
||||
terrain.get(chunk_pos).map(|data| (data, chunk_voxel_pos))
|
||||
scene_terrain.get(chunk_pos).map(|data| (data, chunk_voxel_pos))
|
||||
})
|
||||
// TODO: maybe we could make this more efficient by putting the
|
||||
// interactables is some sort of spatial structure
|
||||
@ -180,10 +253,10 @@ pub(super) fn select_interactable(
|
||||
.map(move |(block_offset, interaction)| (chunk_pos + block_offset, interaction))
|
||||
})
|
||||
.map(|(block_pos, interaction)| (
|
||||
block_pos,
|
||||
block_pos.map(|e| e as f32 + 0.5)
|
||||
.distance_squared(player_pos),
|
||||
interaction,
|
||||
block_pos,
|
||||
block_pos.map(|e| e as f32 + 0.5)
|
||||
.distance_squared(player_pos),
|
||||
interaction,
|
||||
))
|
||||
.min_by_key(|(_, dist_sqr, _)| OrderedFloat(*dist_sqr))
|
||||
.map(|(block_pos, _, interaction)| (block_pos, interaction));
|
||||
@ -197,13 +270,7 @@ pub(super) fn select_interactable(
|
||||
}) < search_dist
|
||||
})
|
||||
.and_then(|(block_pos, interaction)| {
|
||||
client
|
||||
.state()
|
||||
.terrain()
|
||||
.get(block_pos)
|
||||
.ok()
|
||||
.copied()
|
||||
.map(|b| Interactable::Block(b, block_pos, interaction.clone()))
|
||||
Interactable::from_block_pos(&terrain, block_pos, *interaction)
|
||||
})
|
||||
.or_else(|| closest_interactable_entity.map(|(e, _)| Interactable::Entity(e)))
|
||||
}
|
||||
|
@ -49,13 +49,13 @@ use crate::{
|
||||
key_state::KeyState,
|
||||
menu::char_selection::CharSelectionState,
|
||||
render::{Drawer, GlobalsBindGroup},
|
||||
scene::{camera, terrain::Interaction, CameraMode, DebugShapeId, Scene, SceneData},
|
||||
scene::{camera, CameraMode, DebugShapeId, Scene, SceneData},
|
||||
settings::Settings,
|
||||
window::{AnalogGameInput, Event},
|
||||
Direction, GlobalState, PlayState, PlayStateResult,
|
||||
};
|
||||
use hashbrown::HashMap;
|
||||
use interactable::{select_interactable, Interactable};
|
||||
use interactable::{select_interactable, BlockInteraction, Interactable};
|
||||
use settings_change::Language::ChangeLanguage;
|
||||
use target::targets_under_cursor;
|
||||
#[cfg(feature = "egui-ui")]
|
||||
@ -930,19 +930,19 @@ impl PlayState for SessionState {
|
||||
match interactable {
|
||||
Interactable::Block(block, pos, interaction) => {
|
||||
match interaction {
|
||||
Interaction::Collect
|
||||
| Interaction::Unlock(_) => {
|
||||
BlockInteraction::Collect
|
||||
| BlockInteraction::Unlock(_) => {
|
||||
if block.is_collectible() {
|
||||
client.collect_block(*pos);
|
||||
}
|
||||
},
|
||||
Interaction::Craft(tab) => {
|
||||
BlockInteraction::Craft(tab) => {
|
||||
self.hud.show.open_crafting_tab(
|
||||
*tab,
|
||||
block.get_sprite().map(|s| (*pos, s)),
|
||||
)
|
||||
},
|
||||
Interaction::Mine => {},
|
||||
BlockInteraction::Mine => {},
|
||||
}
|
||||
},
|
||||
Interactable::Entity(entity) => {
|
||||
@ -1366,6 +1366,7 @@ impl PlayState for SessionState {
|
||||
global_state.clock.get_stable_dt(),
|
||||
HudInfo {
|
||||
is_aiming,
|
||||
is_mining,
|
||||
is_first_person: matches!(
|
||||
self.scene.camera().get_mode(),
|
||||
camera::CameraMode::FirstPerson
|
||||
|
@ -100,8 +100,7 @@ pub(super) fn targets_under_cursor(
|
||||
}
|
||||
};
|
||||
|
||||
let (collect_pos, _, collect_cam_ray) =
|
||||
find_pos(|b: Block| matches!(b.collectible_id(), Some(Some(_))));
|
||||
let (collect_pos, _, collect_cam_ray) = find_pos(|b: Block| b.is_collectible());
|
||||
let (mine_pos, _, mine_cam_ray) = is_mining
|
||||
.then(|| find_pos(|b: Block| b.mine_tool().is_some()))
|
||||
.unwrap_or((None, None, None));
|
||||
|
Loading…
Reference in New Issue
Block a user