Add audio and chat message feedback when the player attempts to collect something while thier inventory is full.

This commit is contained in:
S Handley 2020-03-11 10:30:59 +00:00 committed by Marcel
parent ab56829385
commit bc692c0101
7 changed files with 47 additions and 15 deletions

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@ -26,6 +26,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
- Game pauses when in singleplayer and pause menu
- Added authentication system (to play on the official server register on https://account.veloren.net)
- Added gamepad/controller support
- Added player feedback when attempting to pickup an item with a full inventory
### Changed

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@ -88,6 +88,12 @@
"voxygen.audio.sfx.inventory.consumable.food",
],
threshold: 0.3,
),
Inventory(CollectFailed): (
files: [
"voxygen.audio.sfx.inventory.add_failed",
],
threshold: 0.3,
)
}
)

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assets/voxygen/audio/sfx/inventory/add_failed.wav (Stored with Git LFS) Normal file

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@ -14,7 +14,9 @@ pub use specs::{
use byteorder::{ByteOrder, LittleEndian};
use common::{
comp::{self, ControlEvent, Controller, ControllerInputs, InventoryManip},
comp::{
self, ControlEvent, Controller, ControllerInputs, InventoryManip, InventoryUpdateEvent,
},
event::{EventBus, SfxEvent, SfxEventItem},
msg::{
validate_chat_msg, ChatMsgValidationError, ClientMsg, ClientState, PlayerListUpdate,
@ -689,7 +691,19 @@ impl Client {
}
},
ServerMsg::InventoryUpdate(inventory, event) => {
self.state.write_component(self.entity, inventory);
match event {
InventoryUpdateEvent::CollectFailed => {
frontend_events.push(Event::Chat {
message: String::from(
"Failed to collect item. Your inventory may be full!",
),
chat_type: ChatType::Meta,
})
},
_ => {
self.state.write_component(self.entity, inventory);
},
}
self.state
.ecs()

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@ -150,6 +150,7 @@ pub enum InventoryUpdateEvent {
Swapped,
Dropped,
Collected,
CollectFailed,
Possession,
Debug,
}

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@ -61,17 +61,24 @@ pub fn handle_inventory(server: &mut Server, entity: EcsEntity, manip: comp::Inv
let block = state.terrain().get(pos).ok().copied();
if let Some(block) = block {
if block.is_collectible()
&& state
.ecs()
.read_storage::<comp::Inventory>()
.get(entity)
.map(|inv| !inv.is_full())
.unwrap_or(false)
&& state.try_set_block(pos, Block::empty()).is_some()
{
comp::Item::try_reclaim_from_block(block)
.map(|item| state.give_item(entity, item));
let has_inv_space = state
.ecs()
.read_storage::<comp::Inventory>()
.get(entity)
.map(|inv| !inv.is_full())
.unwrap_or(false);
if !has_inv_space {
state.write_component(
entity,
comp::InventoryUpdate::new(comp::InventoryUpdateEvent::CollectFailed),
);
} else {
if block.is_collectible() && state.try_set_block(pos, Block::empty()).is_some()
{
comp::Item::try_reclaim_from_block(block)
.map(|item| state.give_item(entity, item));
}
}
}
},