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::{Hands, ToolKind}, ItemKind, }, slot::InvSlotId, Energy, Inventory, SkillSet, }; use conrod_core::{image, Color}; use specs::Entity as EcsEntity; pub use common::comp::slot::{ArmorSlot, EquipSlot}; #[derive(Clone, Copy, Debug, PartialEq)] pub enum SlotKind { Inventory(InventorySlot), Equip(EquipSlot), Hotbar(HotbarSlot), Trade(TradeSlot), /* Spellbook(SpellbookSlot), TODO */ } pub type SlotManager = slot::SlotManager; #[derive(Clone, Copy, Debug, PartialEq)] pub struct InventorySlot { pub slot: InvSlotId, pub entity: EcsEntity, pub ours: bool, } impl SlotKey for InventorySlot { type ImageKey = ItemKey; fn image_key(&self, source: &Inventory) -> Option<(Self::ImageKey, Option)> { source.get(self.slot).map(|i| (i.into(), None)) } fn amount(&self, source: &Inventory) -> Option { source .get(self.slot) .map(|item| item.amount()) .filter(|amount| *amount > 1) } fn image_ids(key: &Self::ImageKey, source: &ItemImgs) -> Vec { source.img_ids_or_not_found_img(key.clone()) } } impl SlotKey for EquipSlot { type ImageKey = ItemKey; fn image_key(&self, source: &Inventory) -> Option<(Self::ImageKey, Option)> { let item = source.equipped(*self); item.map(|i| (i.into(), None)) } fn amount(&self, _: &Inventory) -> Option { None } fn image_ids(key: &Self::ImageKey, source: &ItemImgs) -> Vec { source.img_ids_or_not_found_img(key.clone()) } } #[derive(Clone, Copy, Debug, PartialEq)] pub struct TradeSlot { pub index: usize, pub quantity: u32, pub invslot: Option, pub entity: EcsEntity, pub ours: bool, } impl SlotKey for TradeSlot { type ImageKey = ItemKey; fn image_key(&self, source: &Inventory) -> Option<(Self::ImageKey, Option)> { self.invslot.and_then(|inv_id| { InventorySlot { slot: inv_id, ours: self.ours, entity: self.entity, } .image_key(source) }) } fn amount(&self, source: &Inventory) -> Option { self.invslot .and_then(|inv_id| { InventorySlot { slot: inv_id, ours: self.ours, entity: self.entity, } .amount(source) }) .map(|x| x.min(self.quantity)) } fn image_ids(key: &Self::ImageKey, source: &ItemImgs) -> Vec { source.img_ids_or_not_found_img(key.clone()) } } #[derive(Clone, PartialEq)] pub enum HotbarImage { Item(ItemKey), FireAoe, SnakeArrow, SwordWhirlwind, HammerLeap, AxeLeapSlash, BowJumpBurst, SceptreAura, } type HotbarSource<'a> = (&'a hotbar::State, &'a Inventory, &'a Energy, &'a SkillSet); 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, energy, skillset): &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 => { 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::ActiveMainhand); let second_tool_hands = hands(EquipSlot::ActiveOffhand); let equip_slot = match (active_tool_hands, second_tool_hands) { (Some(_), _) => Some(EquipSlot::ActiveMainhand), (None, Some(_)) => Some(EquipSlot::ActiveOffhand), (_, _) => None, }; let tool = equip_slot.and_then(|es| match inventory.equipped(es).map(|i| (i, i.kind())) { Some((item, ItemKind::Tool(tool))) => Some((item, tool)), _ => None, }); tool.and_then(|(item, tool)| { hotbar_image(tool.kind).map(|i| { ( i, if let Some(skill) = item.item_config_expect().abilities.abilities.get(0) { if energy.current() >= skill .1 .clone() .adjusted_by_skills(skillset, Some(tool.kind)) .get_energy_cost() { Some(Color::Rgba(1.0, 1.0, 1.0, 1.0)) } else { Some(Color::Rgba(0.3, 0.3, 0.3, 0.8)) } } else { Some(Color::Rgba(1.0, 1.0, 1.0, 1.0)) }, ) }) }) }, hotbar::SlotContents::Ability4 => { 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::ActiveMainhand); let second_tool_hands = hands(EquipSlot::ActiveOffhand); let (equip_slot, skill_index) = match (active_tool_hands, second_tool_hands) { (Some(Hands::Two), _) => (Some(EquipSlot::ActiveMainhand), 1), (Some(_), Some(Hands::One)) => (Some(EquipSlot::ActiveOffhand), 0), (Some(Hands::One), _) => (Some(EquipSlot::ActiveMainhand), 1), (None, Some(_)) => (Some(EquipSlot::ActiveOffhand), 1), (_, _) => (None, 0), }; let tool = match equip_slot.and_then(|es| inventory.equipped(es).map(|i| (i, i.kind()))) { Some((item, ItemKind::Tool(tool))) => Some((item, tool)), _ => None, }; tool.and_then(|(item, tool)| { hotbar_image(tool.kind).map(|i| { ( i, if let Some(skill) = item .item_config_expect() .abilities .abilities .get(skill_index) { if energy.current() >= skill .1 .clone() .adjusted_by_skills(skillset, Some(tool.kind)) .get_energy_cost() { Some(Color::Rgba(1.0, 1.0, 1.0, 1.0)) } else { Some(Color::Rgba(0.3, 0.3, 0.3, 0.8)) } } else { Some(Color::Rgba(1.0, 1.0, 1.0, 1.0)) }, ) }) }) }, }) } 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, hotbar::SlotContents::Ability4 => None, }) .map(|item| item.amount()) .filter(|amount| *amount > 1) } fn image_ids( key: &Self::ImageKey, (item_imgs, imgs): &HotbarImageSource<'a>, ) -> Vec { match key { HotbarImage::Item(key) => item_imgs.img_ids_or_not_found_img(key.clone()), HotbarImage::SnakeArrow => vec![imgs.snake_arrow_0], HotbarImage::FireAoe => vec![imgs.fire_aoe], HotbarImage::SwordWhirlwind => vec![imgs.sword_whirlwind], HotbarImage::HammerLeap => vec![imgs.hammerleap], HotbarImage::AxeLeapSlash => vec![imgs.skill_axe_leap_slash], HotbarImage::BowJumpBurst => vec![imgs.skill_bow_jump_burst], HotbarImage::SceptreAura => vec![imgs.skill_sceptre_aura], } } } 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 From for SlotKind { fn from(trade: TradeSlot) -> Self { Self::Trade(trade) } } impl SumSlot for SlotKind {} fn hotbar_image(tool: ToolKind) -> Option { match tool { ToolKind::Staff => Some(HotbarImage::FireAoe), ToolKind::Hammer => Some(HotbarImage::HammerLeap), ToolKind::Axe => Some(HotbarImage::AxeLeapSlash), ToolKind::Bow => Some(HotbarImage::BowJumpBurst), ToolKind::Debug => Some(HotbarImage::SnakeArrow), ToolKind::Sword => Some(HotbarImage::SwordWhirlwind), ToolKind::Sceptre => Some(HotbarImage::SceptreAura), _ => None, } }