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Add audio and chat message feedback when the player attempts to collect something while thier inventory is full.
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@ -26,6 +26,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- Game pauses when in singleplayer and pause menu
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- Game pauses when in singleplayer and pause menu
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- Added authentication system (to play on the official server register on https://account.veloren.net)
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- Added authentication system (to play on the official server register on https://account.veloren.net)
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- Added gamepad/controller support
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- Added gamepad/controller support
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- Added player feedback when attempting to pickup an item with a full inventory
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### Changed
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### Changed
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@ -88,6 +88,12 @@
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"voxygen.audio.sfx.inventory.consumable.food",
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"voxygen.audio.sfx.inventory.consumable.food",
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],
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],
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threshold: 0.3,
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threshold: 0.3,
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),
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Inventory(CollectFailed): (
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files: [
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"voxygen.audio.sfx.inventory.add_failed",
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],
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threshold: 0.3,
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)
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)
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}
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}
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)
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)
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BIN
assets/voxygen/audio/sfx/inventory/add_failed.wav
(Stored with Git LFS)
Normal file
BIN
assets/voxygen/audio/sfx/inventory/add_failed.wav
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
assets/voxygen/audio/sfx/inventory/add_item.wav
(Stored with Git LFS)
BIN
assets/voxygen/audio/sfx/inventory/add_item.wav
(Stored with Git LFS)
Binary file not shown.
@ -14,7 +14,9 @@ pub use specs::{
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use byteorder::{ByteOrder, LittleEndian};
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use byteorder::{ByteOrder, LittleEndian};
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use common::{
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use common::{
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comp::{self, ControlEvent, Controller, ControllerInputs, InventoryManip},
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comp::{
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self, ControlEvent, Controller, ControllerInputs, InventoryManip, InventoryUpdateEvent,
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},
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event::{EventBus, SfxEvent, SfxEventItem},
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event::{EventBus, SfxEvent, SfxEventItem},
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msg::{
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msg::{
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validate_chat_msg, ChatMsgValidationError, ClientMsg, ClientState, PlayerListUpdate,
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validate_chat_msg, ChatMsgValidationError, ClientMsg, ClientState, PlayerListUpdate,
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@ -689,7 +691,19 @@ impl Client {
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}
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}
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},
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},
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ServerMsg::InventoryUpdate(inventory, event) => {
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ServerMsg::InventoryUpdate(inventory, event) => {
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match event {
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InventoryUpdateEvent::CollectFailed => {
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frontend_events.push(Event::Chat {
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message: String::from(
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"Failed to collect item. Your inventory may be full!",
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),
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chat_type: ChatType::Meta,
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})
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},
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_ => {
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self.state.write_component(self.entity, inventory);
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self.state.write_component(self.entity, inventory);
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},
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}
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self.state
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self.state
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.ecs()
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.ecs()
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@ -150,6 +150,7 @@ pub enum InventoryUpdateEvent {
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Swapped,
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Swapped,
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Dropped,
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Dropped,
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Collected,
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Collected,
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CollectFailed,
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Possession,
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Possession,
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Debug,
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Debug,
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}
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}
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@ -61,19 +61,26 @@ pub fn handle_inventory(server: &mut Server, entity: EcsEntity, manip: comp::Inv
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let block = state.terrain().get(pos).ok().copied();
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let block = state.terrain().get(pos).ok().copied();
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if let Some(block) = block {
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if let Some(block) = block {
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if block.is_collectible()
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let has_inv_space = state
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&& state
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.ecs()
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.ecs()
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.read_storage::<comp::Inventory>()
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.read_storage::<comp::Inventory>()
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.get(entity)
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.get(entity)
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.map(|inv| !inv.is_full())
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.map(|inv| !inv.is_full())
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.unwrap_or(false)
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.unwrap_or(false);
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&& state.try_set_block(pos, Block::empty()).is_some()
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if !has_inv_space {
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state.write_component(
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entity,
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comp::InventoryUpdate::new(comp::InventoryUpdateEvent::CollectFailed),
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);
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} else {
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if block.is_collectible() && state.try_set_block(pos, Block::empty()).is_some()
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{
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{
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comp::Item::try_reclaim_from_block(block)
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comp::Item::try_reclaim_from_block(block)
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.map(|item| state.give_item(entity, item));
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.map(|item| state.give_item(entity, item));
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}
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}
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}
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}
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}
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},
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},
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comp::InventoryManip::Use(slot) => {
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comp::InventoryManip::Use(slot) => {
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