use crate::{client::Client, Server, StateExt}; use common::{ comp::{ self, item, slot::{self, Slot}, Pos, MAX_PICKUP_RANGE_SQR, }, msg::ServerMsg, recipe::default_recipe_book, sync::{Uid, WorldSyncExt}, terrain::block::Block, vol::{ReadVol, Vox}, }; use comp::LightEmitter; use rand::Rng; use specs::{join::Join, world::WorldExt, Builder, Entity as EcsEntity, WriteStorage}; use tracing::{debug, error}; use vek::{Rgb, Vec3}; pub fn swap_lantern( storage: &mut WriteStorage, entity: EcsEntity, lantern: &item::Lantern, ) { if let Some(light) = storage.get_mut(entity) { light.strength = lantern.strength(); light.col = lantern.color(); } } pub fn snuff_lantern(storage: &mut WriteStorage, entity: EcsEntity) { storage.remove(entity); } #[allow(clippy::blocks_in_if_conditions)] #[allow(clippy::same_item_push)] // TODO: Pending review in #587 pub fn handle_inventory(server: &mut Server, entity: EcsEntity, manip: comp::InventoryManip) { let state = server.state_mut(); let mut dropped_items = Vec::new(); let mut thrown_items = Vec::new(); match manip { comp::InventoryManip::Pickup(uid) => { let picked_up_item: Option; let item_entity = if let (Some((item, item_entity)), Some(inv)) = ( state .ecs() .entity_from_uid(uid.into()) .and_then(|item_entity| { state .ecs() .write_storage::() .get_mut(item_entity) .map(|item| (item.clone(), item_entity)) }), state .ecs() .write_storage::() .get_mut(entity), ) { picked_up_item = Some(item.clone()); if !within_pickup_range( state.ecs().read_storage::().get(entity), state.ecs().read_storage::().get(item_entity), ) { debug!("Failed to pick up item as not within range, Uid: {}", uid); return; }; // Attempt to add the item to the player's inventory match inv.push(item) { None => Some(item_entity), Some(_) => None, // Inventory was full } } else { // Item entity/component could not be found - most likely because the player // attempted to pick up the same item very quickly before its deletion of the // world from the first pickup attempt was processed. debug!("Failed to get entity/component for item Uid: {}", uid); return; }; let event = if let Some(item_entity) = item_entity { if let Err(err) = state.delete_entity_recorded(item_entity) { // If this occurs it means the item was duped as it's been pushed to the // player's inventory but also left on the ground panic!("Failed to delete picked up item entity: {:?}", err); } comp::InventoryUpdate::new(comp::InventoryUpdateEvent::Collected( picked_up_item.unwrap(), )) } else { comp::InventoryUpdate::new(comp::InventoryUpdateEvent::CollectFailed) }; state.write_component(entity, event); }, comp::InventoryManip::Collect(pos) => { let block = state.terrain().get(pos).ok().copied(); if let Some(block) = block { if block.is_collectible() && state.can_set_block(pos) { if let Some(item) = comp::Item::try_reclaim_from_block(block) { let (event, item_was_added) = if let Some(inv) = state .ecs() .write_storage::() .get_mut(entity) { match inv.push(item.clone()) { None => ( Some(comp::InventoryUpdate::new( comp::InventoryUpdateEvent::Collected(item), )), true, ), Some(_) => ( Some(comp::InventoryUpdate::new( comp::InventoryUpdateEvent::CollectFailed, )), false, ), } } else { debug!( "Can't add item to inventory: entity has no inventory ({:?})", entity ); (None, false) }; if let Some(event) = event { state.write_component(entity, event); if item_was_added { // we made sure earlier the block was not already modified this tick state.set_block(pos, Block::empty()) }; } } else { debug!( "Failed to reclaim item from block at pos={} or entity had no \ inventory", pos ) } } else { debug!( "Can't reclaim item from block at pos={}: block is not collectable or was \ already set this tick.", pos ); } } }, comp::InventoryManip::Use(slot) => { let mut inventories = state.ecs().write_storage::(); let inventory = if let Some(inventory) = inventories.get_mut(entity) { inventory } else { error!( ?entity, "Can't manipulate inventory, entity doesn't have one" ); return; }; let mut maybe_effect = None; let event = match slot { Slot::Inventory(slot) => { use item::ItemKind; let (is_equippable, lantern_opt) = inventory .get(slot) .map_or((false, None), |i| match &i.kind { ItemKind::Tool(_) | ItemKind::Armor { .. } => (true, None), ItemKind::Lantern(lantern) => (true, Some(lantern)), _ => (false, None), }); if is_equippable { if let Some(loadout) = state.ecs().write_storage().get_mut(entity) { if let Some(lantern) = lantern_opt { swap_lantern(&mut state.ecs().write_storage(), entity, lantern); } slot::equip(slot, inventory, loadout); Some(comp::InventoryUpdateEvent::Used) } else { None } } else if let Some(item) = inventory.take(slot) { match &item.kind { ItemKind::Consumable { kind, effect, .. } => { maybe_effect = Some(*effect); Some(comp::InventoryUpdateEvent::Consumed(kind.clone())) }, ItemKind::Throwable { kind, .. } => { if let Some(pos) = state.ecs().read_storage::().get(entity) { thrown_items.push(( *pos, state .read_component_copied::(entity) .unwrap_or_default(), state .read_component_copied::(entity) .unwrap_or_default(), *kind, )); } Some(comp::InventoryUpdateEvent::Used) }, ItemKind::Utility { kind: comp::item::Utility::Collar, .. } => { let reinsert = if let Some(pos) = state.read_storage::().get(entity) { let uid = state .read_component_copied(entity) .expect("Expected player to have a UID"); if ( &state.read_storage::(), &state.read_storage::(), ) .join() .filter(|(alignment, _)| { alignment == &&comp::Alignment::Owned(uid) }) .count() >= 3 { true } else if let Some(tameable_entity) = { let nearest_tameable = ( &state.ecs().entities(), &state.ecs().read_storage::(), &state.ecs().read_storage::(), ) .join() .filter(|(_, wild_pos, _)| { wild_pos.0.distance_squared(pos.0) < 5.0f32.powf(2.0) }) .filter(|(_, _, alignment)| { alignment == &&comp::Alignment::Wild }) .min_by_key(|(_, wild_pos, _)| { (wild_pos.0.distance_squared(pos.0) * 100.0) as i32 }) .map(|(entity, _, _)| entity); nearest_tameable } { let _ = state .ecs() .write_storage() .insert(tameable_entity, comp::Alignment::Owned(uid)); // Add to group system let mut clients = state.ecs().write_storage::(); let uids = state.ecs().read_storage::(); let mut group_manager = state .ecs() .write_resource::( ); group_manager.new_pet( tameable_entity, entity, &mut state.ecs().write_storage(), &state.ecs().entities(), &state.ecs().read_storage(), &uids, &mut |entity, group_change| { clients .get_mut(entity) .and_then(|c| { group_change .try_map(|e| uids.get(e).copied()) .map(|g| (g, c)) }) .map(|(g, c)| { c.notify(ServerMsg::GroupUpdate(g)) }); }, ); let _ = state .ecs() .write_storage() .insert(tameable_entity, comp::Agent::default()); false } else { true } } else { true }; if reinsert { let _ = inventory.insert_or_stack(slot, item); } Some(comp::InventoryUpdateEvent::Used) }, _ => { inventory.insert_or_stack(slot, item).unwrap(); None }, } } else { None } }, Slot::Equip(slot) => { if let Some(loadout) = state.ecs().write_storage().get_mut(entity) { if slot == slot::EquipSlot::Lantern { snuff_lantern(&mut state.ecs().write_storage(), entity); } slot::unequip(slot, inventory, loadout); Some(comp::InventoryUpdateEvent::Used) } else { error!(?entity, "Entity doesn't have a loadout, can't unequip..."); None } }, }; drop(inventories); if let Some(effect) = maybe_effect { state.apply_effect(entity, effect); } if let Some(event) = event { state.write_component(entity, comp::InventoryUpdate::new(event)); } }, comp::InventoryManip::Swap(a, b) => { let ecs = state.ecs(); let mut inventories = ecs.write_storage(); let mut loadouts = ecs.write_storage(); let inventory = inventories.get_mut(entity); let loadout = loadouts.get_mut(entity); slot::swap(a, b, inventory, loadout); // :/ drop(loadouts); drop(inventories); state.write_component( entity, comp::InventoryUpdate::new(comp::InventoryUpdateEvent::Swapped), ); }, comp::InventoryManip::Drop(slot) => { let item = match slot { Slot::Inventory(slot) => state .ecs() .write_storage::() .get_mut(entity) .and_then(|inv| inv.remove(slot)), Slot::Equip(slot) => state .ecs() .write_storage() .get_mut(entity) .and_then(|ldt| slot::loadout_remove(slot, ldt)), }; // FIXME: We should really require the drop and write to be atomic! if let (Some(item), Some(pos)) = (item, state.ecs().read_storage::().get(entity)) { dropped_items.push(( *pos, state .read_component_copied::(entity) .unwrap_or_default(), item, )); } state.write_component( entity, comp::InventoryUpdate::new(comp::InventoryUpdateEvent::Dropped), ); }, comp::InventoryManip::CraftRecipe(recipe) => { if let Some(inv) = state .ecs() .write_storage::() .get_mut(entity) { let recipe_book = default_recipe_book(); let craft_result = recipe_book.get(&recipe).and_then(|r| r.perform(inv).ok()); // FIXME: We should really require the drop and write to be atomic! if craft_result.is_some() { let _ = state.ecs().write_storage().insert( entity, comp::InventoryUpdate::new(comp::InventoryUpdateEvent::Craft), ); } // Drop the item if there wasn't enough space if let Some(Some((item, amount))) = craft_result { for _ in 0..amount { dropped_items.push(( state .read_component_copied::(entity) .unwrap_or_default(), state .read_component_copied::(entity) .unwrap_or_default(), item.clone(), )); } } } }, } // Drop items for (pos, ori, item) in dropped_items { let vel = *ori.0 * 5.0 + Vec3::unit_z() * 10.0 + Vec3::::zero().map(|_| rand::thread_rng().gen::() - 0.5) * 4.0; state .create_object(Default::default(), comp::object::Body::Pouch) .with(comp::Pos(pos.0 + Vec3::unit_z() * 0.25)) .with(item) .with(comp::Vel(vel)) .build(); } let mut rng = rand::thread_rng(); // Throw items for (pos, vel, ori, kind) in thrown_items { let vel = match kind { item::Throwable::Firework(_) => Vec3::new( rng.gen_range(-15.0, 15.0), rng.gen_range(-15.0, 15.0), rng.gen_range(80.0, 110.0), ), _ => { vel.0 + *ori.0 * 20.0 + Vec3::unit_z() * 15.0 + Vec3::::zero().map(|_| rand::thread_rng().gen::() - 0.5) * 4.0 }, }; let uid = state.read_component_copied::(entity); let mut new_entity = state .create_object(Default::default(), match kind { item::Throwable::Bomb => comp::object::Body::Bomb, item::Throwable::Firework(reagent) => match reagent { item::Reagent::Blue => comp::object::Body::FireworkBlue, item::Reagent::Green => comp::object::Body::FireworkGreen, item::Reagent::Purple => comp::object::Body::FireworkPurple, item::Reagent::Red => comp::object::Body::FireworkRed, item::Reagent::Yellow => comp::object::Body::FireworkYellow, }, item::Throwable::TrainingDummy => comp::object::Body::TrainingDummy, }) .with(comp::Pos(pos.0 + Vec3::unit_z() * 0.25)) .with(comp::Vel(vel)); match kind { item::Throwable::Bomb => { new_entity = new_entity.with(comp::Object::Bomb { owner: uid }); }, item::Throwable::Firework(reagent) => { new_entity = new_entity .with(comp::Object::Firework { owner: uid, reagent, }) .with(LightEmitter { animated: true, flicker: 2.0, strength: 2.0, col: Rgb::new(1.0, 1.0, 0.0), }); }, item::Throwable::TrainingDummy => { new_entity = new_entity.with(comp::Stats::new( "Training Dummy".to_string(), comp::object::Body::TrainingDummy.into(), )); }, }; new_entity.build(); } } fn within_pickup_range(player_position: Option<&Pos>, item_position: Option<&Pos>) -> bool { match (player_position, item_position) { (Some(ppos), Some(ipos)) => ppos.0.distance_squared(ipos.0) < MAX_PICKUP_RANGE_SQR, _ => false, } } #[cfg(test)] mod tests { use super::*; use common::comp::Pos; use vek::Vec3; #[test] fn pickup_distance_within_range() { let player_position = Pos(Vec3::zero()); let item_position = Pos(Vec3::one()); assert_eq!( within_pickup_range(Some(&player_position), Some(&item_position)), true ); } #[test] fn pickup_distance_not_within_range() { let player_position = Pos(Vec3::zero()); let item_position = Pos(Vec3::one() * 500.0); assert_eq!( within_pickup_range(Some(&player_position), Some(&item_position)), false ); } }