use crate::hud::slots::EquipSlot; use common::comp::{slot::InvSlotId, Inventory}; use serde::{Deserialize, Serialize}; #[derive(Clone, Copy, Debug, PartialEq)] pub enum Slot { One = 0, Two = 1, Three = 2, Four = 3, Five = 4, Six = 5, Seven = 6, Eight = 7, Nine = 8, Ten = 9, } #[derive(Clone, Copy, PartialEq, Debug, Serialize, Deserialize)] pub enum SlotContents { Inventory(InvSlotId), Ability3, } #[derive(Clone, Debug)] pub struct State { pub slots: [Option; 10], inputs: [bool; 10], } impl Default for State { fn default() -> Self { Self { slots: [None; 10], inputs: [false; 10], } } } impl State { pub fn new(slots: [Option; 10]) -> Self { Self { slots, inputs: [false; 10], } } /// Returns true if the button was just pressed pub fn process_input(&mut self, slot: Slot, state: bool) -> bool { let slot = slot as usize; let just_pressed = !self.inputs[slot] && state; self.inputs[slot] = state; just_pressed } pub fn get(&self, slot: Slot) -> Option { self.slots[slot as usize] } pub fn swap(&mut self, a: Slot, b: Slot) { self.slots.swap(a as usize, b as usize); } pub fn clear_slot(&mut self, slot: Slot) { self.slots[slot as usize] = None; } pub fn add_inventory_link(&mut self, slot: Slot, inventory_pos: InvSlotId) { self.slots[slot as usize] = Some(SlotContents::Inventory(inventory_pos)); } // TODO: remove // Adds ability3 slot if it is missing and should be present // Removes if it is there and shouldn't be present #[allow(clippy::unnested_or_patterns)] // TODO: Pending review in #587 pub fn maintain_ability3(&mut self, client: &client::Client) { use specs::WorldExt; let inventories = client.state().ecs().read_storage::(); let inventory = inventories.get(client.entity()); let stats = client.state().ecs().read_storage::(); let stat = stats.get(client.entity()); let should_be_present = if let (Some(inventory), Some(stat)) = (inventory, stat) { inventory .equipped(EquipSlot::Mainhand) .map(|i| i.kind()) .filter(|kind| { use common::comp::{ item::{ tool::{ToolKind, UniqueKind}, ItemKind, }, skills::{self, Skill}, }; if let ItemKind::Tool(tool) = kind { match tool.kind { ToolKind::Sword => stat .skill_set .skills .contains_key(&Skill::Sword(skills::SwordSkill::UnlockSpin)), ToolKind::Axe => stat .skill_set .skills .contains_key(&Skill::Axe(skills::AxeSkill::UnlockLeap)), ToolKind::Hammer => stat .skill_set .skills .contains_key(&Skill::Hammer(skills::HammerSkill::UnlockLeap)), ToolKind::Bow => stat .skill_set .skills .contains_key(&Skill::Bow(skills::BowSkill::UnlockRepeater)), ToolKind::Staff => stat .skill_set .skills .contains_key(&Skill::Staff(skills::StaffSkill::UnlockShockwave)), ToolKind::Debug | ToolKind::Unique(UniqueKind::QuadMedQuick) | ToolKind::Unique(UniqueKind::QuadLowBreathe) => true, _ => false, } } else { false } }) .is_some() } else { false }; if should_be_present { if !self .slots .iter() .any(|s| matches!(s, Some(SlotContents::Ability3))) { self.slots[0] = Some(SlotContents::Ability3); } } else { self.slots .iter_mut() .filter(|s| matches!(s, Some(SlotContents::Ability3))) .for_each(|s| *s = None) } } }