use crate::hud::slots::EquipSlot; use common::comp::{ item::{tool::Hands, ItemKind}, 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, Ability4, } #[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 hands = |equip_slot| match inventory.and_then(|i| i.equipped(equip_slot).map(|i| i.kind())) { Some(ItemKind::Tool(tool)) => Some(tool.hands), _ => None, }; let equip_slot = match (hands(EquipSlot::Mainhand), hands(EquipSlot::Offhand)) { (Some(_), _) => Some(EquipSlot::Mainhand), (_, Some(_)) => Some(EquipSlot::Offhand), _ => None, }; let should_be_present = if let (Some(inventory), Some(stat), Some(equip_slot)) = (inventory, stat, equip_slot) { inventory.equipped(equip_slot).map_or(false, |i| { i.item_config_expect() .abilities .abilities .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) } } pub fn maintain_ability4(&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) { let hands = |equip_slot| match inventory.equipped(equip_slot).map(|i| i.kind()) { Some(ItemKind::Tool(tool)) => Some(tool.hands), _ => None, }; let active_tool_hands = hands(EquipSlot::Mainhand); let second_tool_hands = hands(EquipSlot::Offhand); let (equip_slot, skill_index) = match (active_tool_hands, second_tool_hands) { (Some(Hands::Two), _) => (Some(EquipSlot::Mainhand), 1), (Some(_), Some(Hands::One)) => (Some(EquipSlot::Offhand), 0), (Some(Hands::One), _) => (Some(EquipSlot::Mainhand), 1), (None, Some(_)) => (Some(EquipSlot::Offhand), 1), (_, _) => (None, 0), }; if let Some(equip_slot) = equip_slot { inventory.equipped(equip_slot).map_or(false, |i| { i.item_config_expect() .abilities .abilities .get(skill_index) .as_ref() .map_or(false, |(s, _)| { s.map_or(true, |s| stat.skill_set.has_skill(s)) }) }) } else { false } } else { false }; if should_be_present { if !self .slots .iter() .any(|s| matches!(s, Some(SlotContents::Ability4))) { self.slots[1] = Some(SlotContents::Ability4); } } else { self.slots .iter_mut() .filter(|s| matches!(s, Some(SlotContents::Ability4))) .for_each(|s| *s = None) } } }