veloren/common/src/comp/inventory/mod.rs
Monty Marz 5fe79e1c6a new loading screen bgs (part 1)
Add a basic random feature to char creation

loading screen bg (part 2)

loading screen changes, random button graphics
Random appearance also pick a random npc name
2020-09-18 23:17:47 +00:00

312 lines
9.7 KiB
Rust

pub mod item;
pub mod slot;
use crate::recipe::Recipe;
use core::ops::Not;
use item::Item;
use serde::{Deserialize, Serialize};
use specs::{Component, FlaggedStorage, HashMapStorage};
use specs_idvs::IdvStorage;
// The limit on distance between the entity and a collectible (squared)
pub const MAX_PICKUP_RANGE_SQR: f32 = 64.0;
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct Inventory {
slots: Vec<Option<Item>>,
amount: u32,
}
/// 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<Item>),
}
#[allow(clippy::len_without_is_empty)] // TODO: Pending review in #587
impl Inventory {
pub fn new_empty() -> Inventory {
Inventory {
slots: vec![None; 36],
amount: 0,
}
}
pub fn slots(&self) -> &[Option<Item>] { &self.slots }
pub fn len(&self) -> usize { self.slots.len() }
/// Total number of occupied slots in the inventory.
pub fn amount(&self) -> u32 { self.amount }
pub fn recount_items(&mut self) {
self.amount = self.slots.iter().filter(|i| i.is_some()).count() as u32;
}
/// Adds a new item to the first fitting group of the inventory or starts a
/// new group. Returns the item again if no space was found.
pub fn push(&mut self, item: Item) -> Option<Item> {
if item.is_stackable() {
if let Some(slot_item) = self
.slots
.iter_mut()
.filter_map(Option::as_mut)
.find(|s| *s == &item)
{
return slot_item
.increase_amount(item.amount())
.err()
.and(Some(item));
}
}
// No existing item to stack with or item not stackable, put the item in a new
// slot
self.add_to_first_empty(item)
}
/// Adds a new item to the first empty slot of the inventory. Returns the
/// item again if no free slot was found.
fn add_to_first_empty(&mut self, item: Item) -> Option<Item> {
let item = match self.slots.iter_mut().find(|slot| slot.is_none()) {
Some(slot) => {
*slot = Some(item);
None
},
None => Some(item),
};
self.recount_items();
item
}
/// Add a series of items to inventory, returning any which do not fit as an
/// error.
pub fn push_all<I: Iterator<Item = Item>>(&mut self, items: I) -> Result<(), Error> {
// Vec doesn't allocate for zero elements so this should be cheap
let mut leftovers = Vec::new();
for item in items {
if let Some(item) = self.push(item) {
leftovers.push(item);
}
}
if !leftovers.is_empty() {
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<I: Iterator<Item = Item>>(&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.is_empty() {
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<Option<Item>, Item> {
match self.slots.get_mut(cell) {
Some(slot) => {
let old = core::mem::replace(slot, Some(item));
if old.is_none() {
self.recount_items();
}
Ok(old)
},
None => Err(item),
}
}
/// Checks if inserting item exists in given cell. Inserts an item if it
/// exists.
pub fn insert_or_stack(&mut self, cell: usize, item: Item) -> Result<Option<Item>, Item> {
if item.is_stackable() {
match self.slots.get_mut(cell) {
Some(Some(slot_item)) => {
Ok(if slot_item == &item {
slot_item
.increase_amount(item.amount())
.err()
.and(Some(item))
} else {
let old_item = core::mem::replace(slot_item, item);
// No need to recount--we know the count is the same.
Some(old_item)
})
},
Some(None) => self.insert(cell, item),
None => Err(item),
}
} else {
self.insert(cell, 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<Item> {
let item = self.slots.get_mut(cell).and_then(|item| item.take());
self.recount_items();
item
}
/// Remove just one item from the slot
pub fn take(&mut self, cell: usize) -> Option<Item> {
if let Some(Some(item)) = self.slots.get_mut(cell) {
let mut return_item = item.duplicate();
if item.is_stackable() && item.amount() > 1 {
item.decrease_amount(1).ok()?;
return_item
.set_amount(1)
.expect("Items duplicated from a stackable item must be stackable.");
self.recount_items();
Some(return_item)
} else {
self.remove(cell)
}
} else {
None
}
}
/// Determine how many of a particular item there is in the inventory.
pub fn item_count(&self, item: &Item) -> u64 {
self.slots()
.iter()
.flatten()
.filter(|it| it.superficially_eq(item))
.map(|it| u64::from(it.amount()))
.sum()
}
/// Determine whether the inventory contains the ingredients for a recipe.
/// If it does, return a vector of numbers, where is number corresponds
/// to an inventory slot, along with the number of items that need
/// removing from it. It items are missing, return the missing items, and
/// how many are missing.
pub fn contains_ingredients<'a>(
&self,
recipe: &'a Recipe,
) -> Result<Vec<u32>, Vec<(&'a Item, u32)>> {
let mut slot_claims = vec![0; self.slots.len()];
let mut missing = Vec::new();
for (input, mut needed) in recipe.inputs() {
let mut contains_any = false;
for (i, slot) in self.slots().iter().enumerate() {
if let Some(item) = slot.as_ref().filter(|item| item.superficially_eq(input)) {
let can_claim = (item.amount() - slot_claims[i]).min(needed);
slot_claims[i] += can_claim;
needed -= can_claim;
contains_any = true;
}
}
if needed > 0 || !contains_any {
missing.push((input, needed));
}
}
if missing.is_empty() {
Ok(slot_claims)
} else {
Err(missing)
}
}
}
impl Default for Inventory {
fn default() -> Inventory {
let mut inventory = Inventory {
slots: vec![None; 36],
amount: 0,
};
inventory.push(Item::new_from_asset_expect("common.items.food.cheese"));
inventory.push(Item::new_from_asset_expect("common.items.food.apple"));
inventory
}
}
impl Component for Inventory {
type Storage = HashMapStorage<Self>;
}
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
pub enum InventoryUpdateEvent {
Init,
Used,
Consumed(String),
Gave,
Given,
Swapped,
Dropped,
Collected(Item),
CollectFailed,
Possession,
Debug,
Craft,
}
impl Default for InventoryUpdateEvent {
fn default() -> Self { Self::Init }
}
#[derive(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.clone() }
}
impl Component for InventoryUpdate {
type Storage = FlaggedStorage<Self, IdvStorage<Self>>;
}
#[cfg(test)] mod test;