use super::{ hotbar::{self, Slot as HotbarSlot}, img_ids, item_imgs::{ItemImgs, ItemKey}, }; use crate::ui::slot::{self, SlotKey, SumSlot}; use common::comp::{ item::{ tool::{Tool, ToolKind}, ItemKind, }, Energy, Inventory, Loadout, }; use conrod_core::{image, Color}; pub use common::comp::slot::{ArmorSlot, EquipSlot}; #[derive(Clone, Copy, PartialEq)] pub enum SlotKind { Inventory(InventorySlot), Equip(EquipSlot), Hotbar(HotbarSlot), /* Spellbook(SpellbookSlot), TODO */ } pub type SlotManager = slot::SlotManager; #[derive(Clone, Copy, PartialEq)] pub struct InventorySlot(pub usize); impl SlotKey for InventorySlot { type ImageKey = ItemKey; fn image_key(&self, source: &Inventory) -> Option<(Self::ImageKey, Option)> { source.get(self.0).map(|i| (i.into(), None)) } fn amount(&self, source: &Inventory) -> Option { source .get(self.0) .map(|item| item.amount()) .filter(|amount| *amount > 1) } fn image_id(key: &Self::ImageKey, source: &ItemImgs) -> image::Id { source.img_id_or_not_found_img(key.clone()) } } impl SlotKey for EquipSlot { type ImageKey = ItemKey; fn image_key(&self, source: &Loadout) -> Option<(Self::ImageKey, Option)> { let item = match self { EquipSlot::Armor(ArmorSlot::Shoulders) => source.shoulder.as_ref(), EquipSlot::Armor(ArmorSlot::Chest) => source.chest.as_ref(), EquipSlot::Armor(ArmorSlot::Belt) => source.belt.as_ref(), EquipSlot::Armor(ArmorSlot::Hands) => source.hand.as_ref(), EquipSlot::Armor(ArmorSlot::Legs) => source.pants.as_ref(), EquipSlot::Armor(ArmorSlot::Feet) => source.foot.as_ref(), EquipSlot::Armor(ArmorSlot::Back) => source.back.as_ref(), EquipSlot::Armor(ArmorSlot::Ring) => source.ring.as_ref(), EquipSlot::Armor(ArmorSlot::Neck) => source.neck.as_ref(), EquipSlot::Armor(ArmorSlot::Head) => source.head.as_ref(), EquipSlot::Armor(ArmorSlot::Tabard) => source.tabard.as_ref(), EquipSlot::Mainhand => source.active_item.as_ref().map(|i| &i.item), EquipSlot::Offhand => source.second_item.as_ref().map(|i| &i.item), EquipSlot::Lantern => source.lantern.as_ref(), EquipSlot::Glider => source.glider.as_ref(), }; item.map(|i| (i.into(), None)) } fn amount(&self, _: &Loadout) -> Option { None } fn image_id(key: &Self::ImageKey, source: &ItemImgs) -> image::Id { source.img_id_or_not_found_img(key.clone()) } } #[derive(Clone, PartialEq)] pub enum HotbarImage { Item(ItemKey), Fireball, SnakeArrow, SwordWhirlwind, } type HotbarSource<'a> = (&'a hotbar::State, &'a Inventory, &'a Loadout, &'a Energy); type HotbarImageSource<'a> = (&'a ItemImgs, &'a img_ids::Imgs); impl<'a> SlotKey, HotbarImageSource<'a>> for HotbarSlot { type ImageKey = HotbarImage; fn image_key( &self, (hotbar, inventory, loadout, energy): &HotbarSource<'a>, ) -> Option<(Self::ImageKey, Option)> { hotbar.get(*self).and_then(|contents| match contents { hotbar::SlotContents::Inventory(idx) => inventory .get(idx) .map(|item| HotbarImage::Item(item.into())) .map(|i| (i, None)), hotbar::SlotContents::Ability3 => loadout .active_item .as_ref() .map(|i| i.item.kind()) .and_then(|kind| { match kind { ItemKind::Tool(Tool { kind, .. }) => match kind { ToolKind::Staff(_) => Some(HotbarImage::Fireball), ToolKind::Debug(kind) => match kind.as_ref() { "Boost" => Some(HotbarImage::SnakeArrow), _ => None, }, ToolKind::Sword(_) => Some(HotbarImage::SwordWhirlwind), _ => None, }, _ => None, } .map(|image_key| { ( image_key, (energy.current() < 500).then_some(Color::Rgba(0.3, 0.3, 0.3, 0.8)), ) }) }), }) } fn amount(&self, (hotbar, inventory, _, _): &HotbarSource<'a>) -> Option { hotbar .get(*self) .and_then(|content| match content { hotbar::SlotContents::Inventory(idx) => inventory.get(idx), hotbar::SlotContents::Ability3 => None, }) .map(|item| item.amount()) .filter(|amount| *amount > 1) } fn image_id(key: &Self::ImageKey, (item_imgs, imgs): &HotbarImageSource<'a>) -> image::Id { match key { HotbarImage::Item(key) => item_imgs.img_id_or_not_found_img(key.clone()), HotbarImage::SnakeArrow => imgs.snake_arrow_0, HotbarImage::Fireball => imgs.fire_spell_1, HotbarImage::SwordWhirlwind => imgs.sword_whirlwind, } } } impl From for SlotKind { fn from(inventory: InventorySlot) -> Self { Self::Inventory(inventory) } } impl From for SlotKind { fn from(equip: EquipSlot) -> Self { Self::Equip(equip) } } impl From for SlotKind { fn from(hotbar: HotbarSlot) -> Self { Self::Hotbar(hotbar) } } impl SumSlot for SlotKind {}