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Lantern color will now change when swapping lanterns while lantern is activated
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@ -77,6 +77,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- Bodies of water no longer contain black chunks on the voxel minimap.
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- Agents can flee once again, and more appropriately
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- Items in hotbar no longer change when sorting inventory
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- Lantern color changes when swapping lanterns
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## [0.11.0] - 2021-09-11
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@ -1081,6 +1081,12 @@ impl Client {
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self.send_msg(ClientGeneral::ControlEvent(ControlEvent::DisableLantern));
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}
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pub fn update_lantern(&mut self, lantern: comp::item::Lantern) {
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self.send_msg(ClientGeneral::ControlEvent(ControlEvent::UpdateLantern(
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lantern,
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)));
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}
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pub fn remove_buff(&mut self, buff_id: BuffKind) {
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self.send_msg(ClientGeneral::ControlEvent(ControlEvent::RemoveBuff(
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buff_id,
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@ -125,6 +125,7 @@ pub enum ControlEvent {
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//ToggleLantern,
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EnableLantern,
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DisableLantern,
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UpdateLantern(crate::comp::item::Lantern),
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Interact(Uid),
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InitiateInvite(Uid, InviteKind),
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InviteResponse(InviteResponse),
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@ -93,6 +93,7 @@ pub enum ServerEvent {
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},
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EnableLantern(EcsEntity),
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DisableLantern(EcsEntity),
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UpdateLantern(EcsEntity, comp::item::Lantern),
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NpcInteract(EcsEntity, EcsEntity),
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InviteResponse(EcsEntity, InviteResponse),
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InitiateInvite(EcsEntity, Uid, InviteKind),
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@ -71,6 +71,9 @@ impl<'a> System<'a> for Sys {
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ControlEvent::DisableLantern => {
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server_emitter.emit(ServerEvent::DisableLantern(entity))
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},
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ControlEvent::UpdateLantern(lantern) => {
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server_emitter.emit(ServerEvent::UpdateLantern(entity, lantern));
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},
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ControlEvent::Interact(npc_uid) => {
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if let Some(npc_entity) = read_data
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.uid_allocator
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@ -35,6 +35,19 @@ use lazy_static::lazy_static;
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use serde::Deserialize;
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use std::iter::FromIterator;
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pub fn update_lantern(server: &mut Server, entity: EcsEntity, lantern: comp::item::Lantern){
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let _ = server
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.state_mut()
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.ecs()
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.write_storage::<comp::LightEmitter>()
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.insert(entity, comp::LightEmitter{
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col: lantern.color(),
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strength: lantern.strength(),
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flicker: 0.35,
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animated: true,
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});
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}
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pub fn handle_lantern(server: &mut Server, entity: EcsEntity, enable: bool) {
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let ecs = server.state_mut().ecs();
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@ -15,7 +15,7 @@ use group_manip::handle_group;
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use information::handle_site_info;
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use interaction::{
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handle_create_sprite, handle_lantern, handle_mine_block, handle_mount, handle_npc_interaction,
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handle_possess, handle_sound, handle_unmount,
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handle_possess, handle_sound, handle_unmount, update_lantern,
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};
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use inventory_manip::handle_inventory;
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use invite::{handle_invite, handle_invite_response};
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@ -107,6 +107,9 @@ impl Server {
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},
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ServerEvent::EnableLantern(entity) => handle_lantern(self, entity, true),
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ServerEvent::DisableLantern(entity) => handle_lantern(self, entity, false),
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ServerEvent::UpdateLantern(entity, lantern) => {
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update_lantern(self, entity, lantern)
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},
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ServerEvent::NpcInteract(interactor, target) => {
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handle_npc_interaction(self, interactor, target)
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},
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@ -1234,9 +1234,9 @@ impl PlayState for SessionState {
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bypass_dialog,
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} => {
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let mut move_allowed = true;
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let mut maybe_lantern: Option<comp::item::Lantern> = None;
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if !bypass_dialog {
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if let Some(inventory) = self
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.client
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if let Some(inventory) = self.client
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.borrow()
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.state()
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.ecs()
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@ -1246,6 +1246,18 @@ impl PlayState for SessionState {
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match (slot_a, slot_b) {
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(Slot::Inventory(inv_slot), Slot::Equip(equip_slot))
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| (Slot::Equip(equip_slot), Slot::Inventory(inv_slot)) => {
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if let EquipSlot::Lantern = equip_slot {
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maybe_lantern =
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inventory.get(inv_slot).and_then(|item| {
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if let comp::item::ItemKind::Lantern(l) =
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item.kind()
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{
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Some(l.clone())
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} else {
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None
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}
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});
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}
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if !inventory.can_swap(inv_slot, equip_slot) {
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move_allowed = false;
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} else {
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@ -1276,6 +1288,9 @@ impl PlayState for SessionState {
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}
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}
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if move_allowed {
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if let Some(new_lantern) = maybe_lantern {
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self.client.borrow_mut().update_lantern(new_lantern);
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}
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self.client.borrow_mut().swap_slots(slot_a, slot_b);
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}
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},
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