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_or(false, |i| { i.item_config_expect() .abilities .skills .get(0) .as_ref() .map_or(false, |(s, _)| { s.map_or(true, |s| stat.skill_set.has_skill(s)) }) }) } 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) } } }