veloren/voxygen/src/hud/slots.rs

257 lines
8.5 KiB
Rust

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::{AbilityMap, Hands, ToolKind},
ItemKind, MaterialStatManifest,
},
slot::InvSlotId,
Energy, Inventory,
};
use conrod_core::{image, Color};
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<SlotKind>;
#[derive(Clone, Copy, Debug, PartialEq)]
pub struct InventorySlot(pub InvSlotId);
impl SlotKey<Inventory, ItemImgs> for InventorySlot {
type ImageKey = ItemKey;
fn image_key(&self, source: &Inventory) -> Option<(Self::ImageKey, Option<Color>)> {
source.get(self.0).map(|i| (i.into(), None))
}
fn amount(&self, source: &Inventory) -> Option<u32> {
source
.get(self.0)
.map(|item| item.amount())
.filter(|amount| *amount > 1)
}
fn image_ids(key: &Self::ImageKey, source: &ItemImgs) -> Vec<image::Id> {
source.img_ids_or_not_found_img(key.clone())
}
}
impl SlotKey<Inventory, ItemImgs> for EquipSlot {
type ImageKey = ItemKey;
fn image_key(&self, source: &Inventory) -> Option<(Self::ImageKey, Option<Color>)> {
let item = source.equipped(*self);
item.map(|i| (i.into(), None))
}
fn amount(&self, _: &Inventory) -> Option<u32> { None }
fn image_ids(key: &Self::ImageKey, source: &ItemImgs) -> Vec<image::Id> {
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<InvSlotId>,
}
impl SlotKey<Inventory, ItemImgs> for TradeSlot {
type ImageKey = ItemKey;
fn image_key(&self, source: &Inventory) -> Option<(Self::ImageKey, Option<Color>)> {
self.invslot
.and_then(|inv_id| InventorySlot(inv_id).image_key(source))
}
fn amount(&self, source: &Inventory) -> Option<u32> {
self.invslot
.and_then(|inv_id| InventorySlot(inv_id).amount(source))
.map(|x| x.min(self.quantity))
}
fn image_ids(key: &Self::ImageKey, source: &ItemImgs) -> Vec<image::Id> {
source.img_ids_or_not_found_img(key.clone())
}
}
#[derive(Clone, PartialEq)]
pub enum HotbarImage {
Item(ItemKey),
FireAoe,
SnakeArrow,
SwordWhirlwind,
HammerLeap,
AxeLeapSlash,
BowJumpBurst,
}
type HotbarSource<'a> = (
&'a hotbar::State,
&'a Inventory,
&'a Energy,
&'a AbilityMap,
&'a MaterialStatManifest,
);
type HotbarImageSource<'a> = (&'a ItemImgs, &'a img_ids::Imgs);
impl<'a> SlotKey<HotbarSource<'a>, HotbarImageSource<'a>> for HotbarSlot {
type ImageKey = HotbarImage;
fn image_key(
&self,
(hotbar, inventory, energy, ability_map, msm): &HotbarSource<'a>,
) -> Option<(Self::ImageKey, Option<Color>)> {
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 tool = match inventory
.equipped(EquipSlot::Mainhand)
.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) = tool
.get_abilities(&msm, item.components(), ability_map)
.abilities
.get(0)
{
if energy.current() >= skill.1.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::Mainhand);
let second_tool_hands = hands(EquipSlot::Offhand);
let (equip_slot, skill_index) = match (active_tool_hands, second_tool_hands) {
(Some(Hands::Two), _) => (Some(EquipSlot::Mainhand), 1),
(_, Some(Hands::One)) => (Some(EquipSlot::Offhand), 0),
(Some(Hands::One), _) => (Some(EquipSlot::Mainhand), 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) = tool
.get_abilities(&msm, item.components(), ability_map)
.abilities
.get(skill_index)
{
if energy.current() >= skill.1.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<u32> {
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<image::Id> {
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],
}
}
}
impl From<InventorySlot> for SlotKind {
fn from(inventory: InventorySlot) -> Self { Self::Inventory(inventory) }
}
impl From<EquipSlot> for SlotKind {
fn from(equip: EquipSlot) -> Self { Self::Equip(equip) }
}
impl From<HotbarSlot> for SlotKind {
fn from(hotbar: HotbarSlot) -> Self { Self::Hotbar(hotbar) }
}
impl From<TradeSlot> for SlotKind {
fn from(trade: TradeSlot) -> Self { Self::Trade(trade) }
}
impl SumSlot for SlotKind {}
fn hotbar_image(tool: ToolKind) -> Option<HotbarImage> {
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),
_ => None,
}
}