pub mod item; // Reexports pub use item::{Consumable, DebugKind, Item, ItemKind, SwordKind, ToolData, ToolKind}; use crate::assets; use specs::{Component, FlaggedStorage, HashMapStorage}; use specs_idvs::IDVStorage; use std::ops::Not; // The limit on distance between the entity and a collectible (squared) pub const MAX_PICKUP_RANGE_SQR: f32 = 64.0; #[derive(Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)] pub struct Inventory { pub slots: Vec>, } /// Errors which the methods on `Inventory` produce #[derive(Debug)] pub enum Error { /// The inventory is full and items could not be added. The extra items have /// been returned. Full(Vec), } impl Inventory { pub fn slots(&self) -> &[Option] { &self.slots } pub fn len(&self) -> usize { self.slots.len() } /// Adds a new item to the first empty slot of the inventory. Returns the /// item again if no free slot was found. pub fn push(&mut self, item: Item) -> Option { match self.slots.iter_mut().find(|slot| slot.is_none()) { Some(slot) => { *slot = Some(item); None }, None => Some(item), } } /// Add a series of items to inventory, returning any which do not fit as an /// error. pub fn push_all>(&mut self, mut items: I) -> Result<(), Error> { // Vec doesn't allocate for zero elements so this should be cheap let mut leftovers = Vec::new(); let mut slots = self.slots.iter_mut(); for item in &mut items { if let Some(slot) = slots.find(|slot| slot.is_none()) { slot.replace(item); } else { leftovers.push(item); } } if leftovers.len() > 0 { Err(Error::Full(leftovers)) } else { Ok(()) } } /// Add a series of items to an inventory without giving duplicates. /// (n * m complexity) /// /// Error if inventory cannot contain the items (is full), returning the /// un-added items. This is a lazy inefficient implementation, as it /// iterates over the inventory more times than necessary (n^2) and with /// the proper structure wouldn't need to iterate at all, but because /// this should be fairly cold code, clarity has been favored over /// efficiency. pub fn push_all_unique>(&mut self, mut items: I) -> Result<(), Error> { let mut leftovers = Vec::new(); for item in &mut items { if self.contains(&item).not() { self.push(item).map(|overflow| leftovers.push(overflow)); } // else drop item if it was already in } if leftovers.len() > 0 { Err(Error::Full(leftovers)) } else { Ok(()) } } /// Replaces an item in a specific slot of the inventory. Returns the old /// item or the same item again if that slot was not found. pub fn insert(&mut self, cell: usize, item: Item) -> Result, Item> { match self.slots.get_mut(cell) { Some(slot) => { let old = slot.take(); *slot = Some(item); Ok(old) }, None => Err(item), } } pub fn is_full(&self) -> bool { self.slots.iter().all(|slot| slot.is_some()) } /// O(n) count the number of items in this inventory. pub fn count(&self) -> usize { self.slots.iter().filter_map(|slot| slot.as_ref()).count() } /// O(n) check if an item is in this inventory. pub fn contains(&self, item: &Item) -> bool { self.slots.iter().any(|slot| slot.as_ref() == Some(item)) } /// Get content of a slot pub fn get(&self, cell: usize) -> Option<&Item> { self.slots.get(cell).and_then(Option::as_ref) } /// Swap the items inside of two slots pub fn swap_slots(&mut self, a: usize, b: usize) { if a.max(b) < self.slots.len() { self.slots.swap(a, b); } } /// Remove an item from the slot pub fn remove(&mut self, cell: usize) -> Option { self.slots.get_mut(cell).and_then(|item| item.take()) } } impl Default for Inventory { fn default() -> Inventory { let mut inventory = Inventory { slots: vec![None; 25], }; inventory.push(assets::load_expect_cloned("common.items.cheese")); inventory.push(assets::load_expect_cloned("common.items.apple")); inventory } } impl Component for Inventory { type Storage = HashMapStorage; } #[derive(Copy, Clone, Debug, Hash, Eq, PartialEq, Serialize, Deserialize)] pub enum InventoryUpdateEvent { Init, Used, Consumed(Consumable), Gave, Given, Swapped, Dropped, Collected, CollectFailed, Possession, Debug, } impl Default for InventoryUpdateEvent { fn default() -> Self { Self::Init } } #[derive(Copy, Clone, Debug, Default, Serialize, Deserialize)] pub struct InventoryUpdate { event: InventoryUpdateEvent, } impl InventoryUpdate { pub fn new(event: InventoryUpdateEvent) -> Self { Self { event } } pub fn event(&self) -> InventoryUpdateEvent { self.event } } impl Component for InventoryUpdate { type Storage = FlaggedStorage>; } #[cfg(test)] mod test;