veloren/server/src/events/inventory_manip.rs

654 lines
27 KiB
Rust

use rand::Rng;
use specs::{join::Join, world::WorldExt, Builder, Entity as EcsEntity, WriteStorage};
use tracing::{debug, error};
use vek::{Rgb, Vec3};
use common::{
comp::{
self, item,
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_sys::state::State;
use comp::LightEmitter;
use crate::{client::Client, Server, StateExt};
pub fn swap_lantern(
storage: &mut WriteStorage<comp::LightEmitter>,
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<comp::LightEmitter>, 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::SlotManip) {
let state = server.state_mut();
let uid = state
.ecs()
.uid_from_entity(entity)
.expect("Couldn't get uid for entity");
{
let trades = state.ecs().read_resource::<Trades>();
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::<comp::Pos>();
let scales = ecs.read_storage::<comp::Scale>();
let colliders = ecs.read_storage::<comp::Collider>();
let char_states = ecs.read_storage::<comp::CharacterState>();
positions.get(entity).map(|p| {
find_dist::Cylinder::from_components(
p.0,
scales.get(entity).copied(),
colliders.get(entity).copied(),
char_states.get(entity),
)
})
};
match manip {
comp::SlotManip::Pickup(uid) => {
let picked_up_item: Option<comp::Item>;
let item_entity = if let (Some((item, item_entity)), Some(mut inv)) = (
state
.ecs()
.entity_from_uid(uid.into())
.and_then(|item_entity| {
state
.ecs()
.write_storage::<comp::Item>()
.get_mut(item_entity)
.map(|item| (item.clone(), item_entity))
}),
state
.ecs()
.write_storage::<comp::Inventory>()
.get_mut(entity),
) {
picked_up_item = Some(item.clone());
let entity_cylinder = get_cylinder(state, entity);
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;
};
// Grab the health from the entity and check if the entity is dead.
let healths = state.ecs().read_storage::<comp::Health>();
if let Some(entity_health) = healths.get(entity) {
if entity_health.is_dead {
debug!("Failed to pick up item as the entity is dead");
return; // If dead, don't continue
}
}
// First try to equip the picked up item
if let Err(returned_item) = inv.try_equip(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
match inv.pickup_item(returned_item) {
Ok(_) => Some(item_entity),
Err(_) => None, // Inventory was full
}
} else {
Some(item_entity)
}
} else {
// Item entity/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 get entity/component for item Uid: {}", uid);
return;
};
let event = if let Some(item_entity) = item_entity {
if let Err(err) = state.delete_entity_recorded(item_entity) {
// If this occurs it means the item was duped as it's been pushed to the
// entity's inventory but also left on the ground
panic!("Failed to delete picked up item entity: {:?}", err);
}
comp::InventoryUpdate::new(comp::InventoryUpdateEvent::Collected(
picked_up_item.unwrap(),
))
} else {
comp::InventoryUpdate::new(comp::InventoryUpdateEvent::CollectFailed)
};
state.write_component(entity, event);
},
comp::SlotManip::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) {
let (event, item_was_added) = if let Some(mut inv) = state
.ecs()
.write_storage::<comp::Inventory>()
.get_mut(entity)
{
match inv.push(item.clone()) {
None => (
Some(comp::InventoryUpdate::new(
comp::InventoryUpdateEvent::Collected(item),
)),
true,
),
Some(_) => (
Some(comp::InventoryUpdate::new(
comp::InventoryUpdateEvent::CollectFailed,
)),
false,
),
}
} else {
debug!(
"Can't add item to inventory: entity has no inventory ({:?})",
entity
);
(None, false)
};
if let Some(event) = event {
state.write_component(entity, event);
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
);
}
}
},
comp::SlotManip::Use(slot) => {
let mut inventories = state.ecs().write_storage::<comp::Inventory>();
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;
};
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::<comp::Pos>().get(entity) {
dropped_items.extend(inventory.equip(slot).into_iter().map(|x| {
(
*pos,
state
.read_component_copied::<comp::Ori>(entity)
.unwrap_or_default(),
x,
)
}));
}
Some(comp::InventoryUpdateEvent::Used)
} else if let Some(item) = inventory.take(
slot,
&state.ecs().read_resource::<item::MaterialStatManifest>(),
) {
match item.kind() {
ItemKind::Consumable { kind, effect, .. } => {
maybe_effect = Some(effect.clone());
Some(comp::InventoryUpdateEvent::Consumed(kind.clone()))
},
ItemKind::Throwable { kind, .. } => {
if let Some(pos) =
state.ecs().read_storage::<comp::Pos>().get(entity)
{
thrown_items.push((
*pos,
state
.read_component_copied::<comp::Vel>(entity)
.unwrap_or_default(),
state
.read_component_copied::<comp::Ori>(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::<comp::Pos>().get(entity)
{
let uid = state
.read_component_copied(entity)
.expect("Expected entity to have a UID");
if (
&state.read_storage::<comp::Alignment>(),
&state.read_storage::<comp::Agent>(),
)
.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::<comp::Pos>(),
&state.ecs().read_storage::<comp::Alignment>(),
)
.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::<Client>();
let uids = state.ecs().read_storage::<Uid>();
let mut group_manager = state
.ecs()
.write_resource::<comp::group::GroupManager>(
);
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).unwrap();
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::<comp::Pos>().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::<comp::Ori>(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.write_component(entity, comp::InventoryUpdate::new(event));
}
},
comp::SlotManip::Swap(a, b) => {
let ecs = state.ecs();
if let Some(pos) = ecs.read_storage::<comp::Pos>().get(entity) {
if let Some(mut inventory) = ecs.write_storage::<comp::Inventory>().get_mut(entity)
{
dropped_items.extend(inventory.swap(a, b).into_iter().map(|x| {
(
*pos,
state
.read_component_copied::<comp::Ori>(entity)
.unwrap_or_default(),
x,
)
}));
}
}
state.write_component(
entity,
comp::InventoryUpdate::new(comp::InventoryUpdateEvent::Swapped),
);
},
comp::SlotManip::Drop(slot) => {
let item = match slot {
Slot::Inventory(slot) => state
.ecs()
.write_storage::<comp::Inventory>()
.get_mut(entity)
.and_then(|mut inv| inv.remove(slot)),
Slot::Equip(slot) => state
.ecs()
.write_storage::<comp::Inventory>()
.get_mut(entity)
.and_then(|mut inv| inv.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::<comp::Pos>().get(entity))
{
item.put_in_world();
dropped_items.push((
*pos,
state
.read_component_copied::<comp::Ori>(entity)
.unwrap_or_default(),
item,
));
}
state.write_component(
entity,
comp::InventoryUpdate::new(comp::InventoryUpdateEvent::Dropped),
);
},
comp::SlotManip::CraftRecipe(recipe) => {
if let Some(mut inv) = state
.ecs()
.write_storage::<comp::Inventory>()
.get_mut(entity)
{
let recipe_book = default_recipe_book().read();
let craft_result = recipe_book.get(&recipe).and_then(|r| {
r.perform(
&mut inv,
&state.ecs().read_resource::<item::MaterialStatManifest>(),
)
.ok()
});
// 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 {
for _ in 0..amount {
dropped_items.push((
state
.read_component_copied::<comp::Pos>(entity)
.unwrap_or_default(),
state
.read_component_copied::<comp::Ori>(entity)
.unwrap_or_default(),
item.clone(),
));
}
}
}
},
}
// Drop items
for (pos, ori, item) in dropped_items {
// 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,
};
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::<f32>::zero().map(|_| rand::thread_rng().gen::<f32>() - 0.5) * 4.0
},
};
let uid = state.read_component_copied::<Uid>(entity);
let mut new_entity = state
.create_object(Default::default(), match kind {
item::Throwable::Bomb => comp::object::Body::Bomb,
item::Throwable::Firework(reagent) => match reagent {
item::Reagent::Blue => comp::object::Body::FireworkBlue,
item::Reagent::Green => comp::object::Body::FireworkGreen,
item::Reagent::Purple => comp::object::Body::FireworkPurple,
item::Reagent::Red => comp::object::Body::FireworkRed,
item::Reagent::Yellow => comp::object::Body::FireworkYellow,
},
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::<Trades>();
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<S: FindDist<find_dist::Cylinder>>(
entity_cylinder: Option<find_dist::Cylinder>,
shape_fn: impl FnOnce() -> Option<S>,
) -> 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<Cylinder> {
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_eq!(
within_pickup_range(test_cylinder(position), || test_cylinder(item_position),),
true
);
}
#[test]
fn pickup_distance_not_within_range() {
let position = Pos(Vec3::zero());
let item_position = Pos(Vec3::one() * 500.0);
assert_eq!(
within_pickup_range(test_cylinder(position), || test_cylinder(item_position),),
false
);
}
}