use rand::Rng; use specs::{join::Join, world::WorldExt, Builder, Entity as EcsEntity, WriteStorage}; use tracing::{debug, error, warn}; use vek::{Rgb, Vec3}; use common::{ comp::{ self, item::{self, tool::AbilityMap, MaterialStatManifest}, slot::{self, Slot}, }, consts::MAX_PICKUP_RANGE, recipe::default_recipe_book, trade::Trades, uid::Uid, util::find_dist::{self, FindDist}, vol::ReadVol, }; use common_net::{msg::ServerGeneral, sync::WorldSyncExt}; use common_state::State; use comp::LightEmitter; use crate::{client::Client, Server, StateExt}; pub fn swap_lantern( storage: &mut WriteStorage, entity: EcsEntity, lantern: &item::Lantern, ) { if let Some(mut 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 uid = if let Some(uid) = state.ecs().uid_from_entity(entity) { uid } else { warn!( "Couldn't get uid for entity {:?} at start of handle_inventory", entity ); return; }; { let trades = state.ecs().read_resource::(); if trades.in_immutable_trade(&uid) { // manipulating the inventory can mutate the trade return; } } let mut dropped_items = Vec::new(); let mut thrown_items = Vec::new(); let get_cylinder = |state: &State, entity| { let ecs = state.ecs(); let positions = ecs.read_storage::(); let scales = ecs.read_storage::(); let colliders = ecs.read_storage::(); let char_states = ecs.read_storage::(); positions.get(entity).map(|p| { find_dist::Cylinder::from_components( p.0, scales.get(entity).copied(), colliders.get(entity), char_states.get(entity), ) }) }; let mut inventories = state.ecs().write_storage::(); let mut inventory = if let Some(inventory) = inventories.get_mut(entity) { inventory } else { error!( ?entity, "Can't manipulate inventory, entity doesn't have one" ); return; }; // Disallow inventory manipulation while dead if state .ecs() .read_storage::() .get(entity) .map_or(false, |h| h.is_dead) { debug!("Can't manipulate inventory; entity is dead"); return; } match manip { comp::InventoryManip::Pickup(uid) => { let item_entity = if let Some(item_entity) = state.ecs().entity_from_uid(uid.into()) { item_entity } else { // Item entity could not be found - most likely because the entity // 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 for item Uid: {}", uid); return; }; let entity_cylinder = get_cylinder(state, entity); // FIXME: Raycast so we can't pick up items through walls. if !within_pickup_range(entity_cylinder, || get_cylinder(state, item_entity)) { debug!( ?entity_cylinder, "Failed to pick up item as not within range, Uid: {}", uid ); return; } // First, we remove the item, assuming picking it up will succeed (we do this to // avoid cloning the item, as we should not call Item::clone and it // may be removed!). let mut item_storage = state.ecs().write_storage::(); let item = if let Some(item) = item_storage.remove(item_entity) { item } else { // Item component could not be found - most likely because the entity // 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 delete item component for entity, Uid: {}", uid); return; }; // NOTE: We dup the item for message purposes. let item_msg = item.duplicate( &state.ecs().read_resource::(), &state.ecs().read_resource::(), ); // Next, we try to equip the picked up item let event = match inventory.try_equip(item).or_else(|returned_item| { // If we couldn't equip it (no empty slot for it or unequippable) then attempt // to add the item to the entity's inventory inventory.pickup_item(returned_item) }) { Err(returned_item) => { // Inventory was full, so we need to put back the item (note that we know there // was no old item component for this entity). item_storage.insert(item_entity, returned_item).expect( "We know item_entity exists since we just successfully removed its Item \ component.", ); drop(item_storage); drop(inventories); comp::InventoryUpdate::new(comp::InventoryUpdateEvent::EntityCollectFailed(uid)) }, Ok(_) => { // We succeeded in picking up the item, so we may now delete its old entity // entirely. drop(item_storage); drop(inventories); state.delete_entity_recorded(item_entity).expect( "We knew item_entity existed since we just successfully removed its Item \ component.", ); comp::InventoryUpdate::new(comp::InventoryUpdateEvent::Collected(item_msg)) }, }; state .ecs() .write_storage() .insert(entity, event) .expect("We know entity exists since we got its inventory."); }, 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) { // Check if the block is within pickup range let entity_cylinder = get_cylinder(state, entity); if !within_pickup_range(entity_cylinder, || { Some(find_dist::Cube { min: pos.as_(), side_length: 1.0, }) }) { debug!( ?entity_cylinder, "Failed to pick up block as not within range, block pos: {}", pos ); return; }; if let Some(item) = comp::Item::try_reclaim_from_block(block) { // NOTE: We dup the item for message purposes. let item_msg = item.duplicate( &state.ecs().read_resource::(), &state.ecs().read_resource::(), ); let (event, item_was_added) = match inventory.push(item) { Ok(_) => ( Some(comp::InventoryUpdate::new( comp::InventoryUpdateEvent::Collected(item_msg), )), true, ), // The item we created was in some sense "fake" so it's safe to // drop it. Err(_) => ( Some(comp::InventoryUpdate::new( comp::InventoryUpdateEvent::BlockCollectFailed(pos), )), false, ), }; if let Some(event) = event { state .ecs() .write_storage() .insert(entity, event) .expect("We know entity exists since we got its inventory."); if item_was_added { // we made sure earlier the block was not already modified this tick state.set_block(pos, block.into_vacant()) }; } } 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 ); } } drop(inventories); }, comp::InventoryManip::Use(slot) => { 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| { (i.kind().is_equippable(), match i.kind() { ItemKind::Lantern(lantern) => Some(lantern), _ => None, }) }); if is_equippable { if let Some(lantern) = lantern_opt { swap_lantern(&mut state.ecs().write_storage(), entity, &lantern); } if let Some(pos) = state.ecs().read_storage::().get(entity) { dropped_items.extend(inventory.equip(slot).into_iter().map(|x| { ( *pos, state .read_component_copied::(entity) .unwrap_or_default(), x, ) })); } Some(comp::InventoryUpdateEvent::Used) } else if let Some(item) = inventory.take( slot, &state.ecs().read_resource::(), &state.ecs().read_resource::(), ) { match item.kind() { ItemKind::Consumable { effects, .. } => { maybe_effect = Some(effects.clone()); Some(comp::InventoryUpdateEvent::Consumed(item.name().to_owned())) }, 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) { 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.powi(2) }) .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 clients = state.ecs().read_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(entity) .and_then(|c| { group_change .try_map(|e| uids.get(e).copied()) .map(|g| (g, c)) }) .map(|(g, c)| { c.send(ServerGeneral::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_at(slot, item); } Some(comp::InventoryUpdateEvent::Used) }, _ => { inventory.insert_or_stack_at(slot, item).expect( "slot was just vacated of item, so it definitely fits there.", ); None }, } } else { None } }, Slot::Equip(slot) => { if slot == slot::EquipSlot::Lantern { snuff_lantern(&mut state.ecs().write_storage(), entity); } if let Some(pos) = state.ecs().read_storage::().get(entity) { // Unequip the item, any items that no longer fit within the inventory (due // to unequipping a bag for example) will be dropped on the floor if let Ok(Some(leftover_items)) = inventory.unequip(slot) { dropped_items.extend(leftover_items.into_iter().map(|x| { ( *pos, state .read_component_copied::(entity) .unwrap_or_default(), x, ) })); } } Some(comp::InventoryUpdateEvent::Used) }, }; drop(inventories); if let Some(effects) = maybe_effect { for effect in effects { state.apply_effect(entity, effect, None); } } if let Some(event) = event { state .ecs() .write_storage() .insert(entity, comp::InventoryUpdate::new(event)) .expect("We know entity exists since we got its inventory."); } }, comp::InventoryManip::Swap(a, b) => { let ecs = state.ecs(); if let Some(pos) = ecs.read_storage::().get(entity) { let mut merged_stacks = false; // If both slots have items and we're attemping to drag from one stack // into another, stack the items. if let (Slot::Inventory(slot_a), Slot::Inventory(slot_b)) = (a, b) { merged_stacks |= inventory.merge_stack_into(slot_a, slot_b); } // If the stacks weren't mergable carry out a swap. if !merged_stacks { dropped_items.extend(inventory.swap(a, b).into_iter().map(|x| { ( *pos, state .read_component_copied::(entity) .unwrap_or_default(), x, ) })); } } drop(inventories); state .ecs() .write_storage() .insert( entity, comp::InventoryUpdate::new(comp::InventoryUpdateEvent::Swapped), ) .expect("We know entity exists since we got its inventory."); }, comp::InventoryManip::SplitSwap(slot, target) => { let ability_map = state.ecs().read_resource::(); let msm = state.ecs().read_resource::(); // If both slots have items and we're attemping to split from one stack // into another, ensure that they are the same type of item. If they are // the same type do nothing, as you don't want to overwrite the existing item. if let (Slot::Inventory(source_inv_slot_id), Slot::Inventory(target_inv_slot_id)) = (slot, target) { if let Some(source_item) = inventory.get(source_inv_slot_id) { if let Some(target_item) = inventory.get(target_inv_slot_id) { if source_item != target_item { return; } } } } let item = match slot { Slot::Inventory(slot) => inventory.take_half(slot, &ability_map, &msm), Slot::Equip(_) => None, }; if let Some(item) = item { if let Slot::Inventory(target) = target { inventory.insert_or_stack_at(target, item).ok(); } } drop(msm); state .ecs() .write_storage() .insert( entity, comp::InventoryUpdate::new(comp::InventoryUpdateEvent::Swapped), ) .expect("We know entity exists since we got its inventory."); drop(inventories); }, comp::InventoryManip::Drop(slot) => { let item = match slot { Slot::Inventory(slot) => inventory.remove(slot), Slot::Equip(slot) => inventory.replace_loadout_item(slot, None), }; // FIXME: We should really require the drop and write to be atomic! if let (Some(mut item), Some(pos)) = (item, state.ecs().read_storage::().get(entity)) { item.put_in_world(); dropped_items.push(( *pos, state .read_component_copied::(entity) .unwrap_or_default(), item, )); } state .ecs() .write_storage() .insert( entity, comp::InventoryUpdate::new(comp::InventoryUpdateEvent::Dropped), ) .expect("We know entity exists since we got its inventory."); drop(inventories); }, comp::InventoryManip::SplitDrop(slot) => { let ability_map = &state.ecs().read_resource::(); let msm = state.ecs().read_resource::(); let item = match slot { Slot::Inventory(slot) => inventory.take_half(slot, &ability_map, &msm), Slot::Equip(_) => None, }; // FIXME: We should really require the drop and write to be atomic! if let (Some(mut item), Some(pos)) = (item, state.ecs().read_storage::().get(entity)) { item.put_in_world(); dropped_items.push(( *pos, state .read_component_copied::(entity) .unwrap_or_default(), item, )); } drop(msm); state .ecs() .write_storage() .insert( entity, comp::InventoryUpdate::new(comp::InventoryUpdateEvent::Dropped), ) .expect("We know entity exists since we got its inventory."); drop(inventories); }, comp::InventoryManip::CraftRecipe { recipe, craft_sprite, } => { let recipe_book = default_recipe_book().read(); let craft_result = recipe_book .get(&recipe) .filter(|r| { if let Some(needed_sprite) = r.craft_sprite { let sprite = craft_sprite .filter(|pos| { let entity_cylinder = get_cylinder(state, entity); if !within_pickup_range(entity_cylinder, || { Some(find_dist::Cube { min: pos.as_(), side_length: 1.0, }) }) { debug!( ?entity_cylinder, "Failed to craft recipe as not within range of required \ sprite, sprite pos: {}", pos ); false } else { true } }) .and_then(|pos| state.terrain().get(pos).ok().copied()) .and_then(|block| block.get_sprite()); Some(needed_sprite) == sprite } else { true } }) .and_then(|r| { r.perform( &mut inventory, &state.ecs().read_resource::(), &state.ecs().read_resource::(), ) .ok() }); drop(inventories); // 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 { let ability_map = &state.ecs().read_resource::(); let msm = state.ecs().read_resource::(); for _ in 0..amount { dropped_items.push(( state .read_component_copied::(entity) .unwrap_or_default(), state .read_component_copied::(entity) .unwrap_or_default(), item.duplicate(ability_map, &msm), )); } } }, comp::InventoryManip::Sort => { inventory.sort(); drop(inventories); }, } // Drop items, Debug items should simply disappear when dropped for (pos, ori, mut item) in dropped_items .into_iter() .filter(|(_, _, i)| !matches!(i.quality(), item::Quality::Debug)) { // hack: special case coins for now let body = match item.item_definition_id() { "common.items.utility.coins" => comp::object::Body::Coins, _ => comp::object::Body::Pouch, }; // If item is a container check inside of it for Debug items and remove them item.slots_mut().iter_mut().for_each(|x| { if let Some(contained_item) = &x { if matches!(contained_item.quality(), item::Quality::Debug) { std::mem::take(x); } } }); state .create_object(Default::default(), body) .with(comp::Pos(pos.0 + *ori.look_dir() + Vec3::unit_z())) .with(item) .with(comp::Vel(Vec3::zero())) .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.look_dir() * 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) => comp::object::Body::for_firework(reagent), 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())); }, }; new_entity.build(); } let mut trades = state.ecs().write_resource::(); if trades.in_mutable_trade(&uid) { // manipulating the inventory mutated the trade, so reset the accept flags trades.implicit_mutation_occurred(&uid); } } fn within_pickup_range>( entity_cylinder: Option, shape_fn: impl FnOnce() -> Option, ) -> bool { entity_cylinder .and_then(|entity_cylinder| { shape_fn().map(|shape| shape.min_distance(entity_cylinder) < MAX_PICKUP_RANGE) }) .unwrap_or(false) } #[cfg(test)] mod tests { use vek::Vec3; use common::comp::Pos; use find_dist::*; use super::*; // Helper function #[allow(clippy::unnecessary_wraps)] fn test_cylinder(pos: comp::Pos) -> Option { Some(Cylinder::from_components(pos.0, None, None, None)) } #[test] fn pickup_distance_within_range() { let position = Pos(Vec3::zero()); let item_position = Pos(Vec3::one()); assert!(within_pickup_range(test_cylinder(position), || { test_cylinder(item_position) },),); } #[test] fn pickup_distance_not_within_range() { let position = Pos(Vec3::zero()); let item_position = Pos(Vec3::one() * 500.0); assert!(!within_pickup_range(test_cylinder(position), || { test_cylinder(item_position) },),); } }