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298 lines
10 KiB
Rust
298 lines
10 KiB
Rust
use super::{
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hotbar::{self, Slot as HotbarSlot},
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img_ids,
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item_imgs::{ItemImgs, ItemKey},
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};
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use crate::ui::slot::{self, SlotKey, SumSlot};
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use common::comp::{
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item::{
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tool::{Hands, ToolKind},
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ItemKind,
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},
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slot::InvSlotId,
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Energy, Inventory, SkillSet,
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};
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use conrod_core::{image, Color};
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use specs::Entity as EcsEntity;
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pub use common::comp::slot::{ArmorSlot, EquipSlot};
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#[derive(Clone, Copy, Debug, PartialEq)]
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pub enum SlotKind {
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Inventory(InventorySlot),
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Equip(EquipSlot),
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Hotbar(HotbarSlot),
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Trade(TradeSlot),
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/* Spellbook(SpellbookSlot), TODO */
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}
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pub type SlotManager = slot::SlotManager<SlotKind>;
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#[derive(Clone, Copy, Debug, PartialEq)]
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pub struct InventorySlot {
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pub slot: InvSlotId,
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pub entity: EcsEntity,
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pub ours: bool,
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}
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impl SlotKey<Inventory, ItemImgs> for InventorySlot {
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type ImageKey = ItemKey;
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fn image_key(&self, source: &Inventory) -> Option<(Self::ImageKey, Option<Color>)> {
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source.get(self.slot).map(|i| (i.into(), None))
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}
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fn amount(&self, source: &Inventory) -> Option<u32> {
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source
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.get(self.slot)
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.map(|item| item.amount())
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.filter(|amount| *amount > 1)
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}
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fn image_ids(key: &Self::ImageKey, source: &ItemImgs) -> Vec<image::Id> {
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source.img_ids_or_not_found_img(key.clone())
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}
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}
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impl SlotKey<Inventory, ItemImgs> for EquipSlot {
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type ImageKey = ItemKey;
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fn image_key(&self, source: &Inventory) -> Option<(Self::ImageKey, Option<Color>)> {
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let item = source.equipped(*self);
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item.map(|i| (i.into(), None))
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}
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fn amount(&self, _: &Inventory) -> Option<u32> { None }
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fn image_ids(key: &Self::ImageKey, source: &ItemImgs) -> Vec<image::Id> {
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source.img_ids_or_not_found_img(key.clone())
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}
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}
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#[derive(Clone, Copy, Debug, PartialEq)]
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pub struct TradeSlot {
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pub index: usize,
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pub quantity: u32,
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pub invslot: Option<InvSlotId>,
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pub entity: EcsEntity,
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pub ours: bool,
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}
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impl SlotKey<Inventory, ItemImgs> for TradeSlot {
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type ImageKey = ItemKey;
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fn image_key(&self, source: &Inventory) -> Option<(Self::ImageKey, Option<Color>)> {
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self.invslot.and_then(|inv_id| {
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InventorySlot {
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slot: inv_id,
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ours: self.ours,
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entity: self.entity,
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}
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.image_key(source)
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})
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}
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fn amount(&self, source: &Inventory) -> Option<u32> {
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self.invslot
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.and_then(|inv_id| {
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InventorySlot {
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slot: inv_id,
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ours: self.ours,
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entity: self.entity,
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}
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.amount(source)
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})
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.map(|x| x.min(self.quantity))
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}
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fn image_ids(key: &Self::ImageKey, source: &ItemImgs) -> Vec<image::Id> {
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source.img_ids_or_not_found_img(key.clone())
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}
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}
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#[derive(Clone, PartialEq)]
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pub enum HotbarImage {
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Item(ItemKey),
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FireAoe,
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SnakeArrow,
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SwordWhirlwind,
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HammerLeap,
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AxeLeapSlash,
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BowJumpBurst,
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SceptreAura,
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}
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type HotbarSource<'a> = (&'a hotbar::State, &'a Inventory, &'a Energy, &'a SkillSet);
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type HotbarImageSource<'a> = (&'a ItemImgs, &'a img_ids::Imgs);
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impl<'a> SlotKey<HotbarSource<'a>, HotbarImageSource<'a>> for HotbarSlot {
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type ImageKey = HotbarImage;
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fn image_key(
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&self,
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(hotbar, inventory, energy, skillset): &HotbarSource<'a>,
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) -> Option<(Self::ImageKey, Option<Color>)> {
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hotbar.get(*self).and_then(|contents| match contents {
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hotbar::SlotContents::Inventory(idx) => inventory
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.get(idx)
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.map(|item| HotbarImage::Item(item.into()))
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.map(|i| (i, None)),
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hotbar::SlotContents::Ability3 => {
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let hands = |equip_slot| match inventory.equipped(equip_slot).map(|i| i.kind()) {
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Some(ItemKind::Tool(tool)) => Some(tool.hands),
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_ => None,
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};
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let active_tool_hands = hands(EquipSlot::ActiveMainhand);
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let second_tool_hands = hands(EquipSlot::ActiveOffhand);
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let equip_slot = match (active_tool_hands, second_tool_hands) {
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(Some(_), _) => Some(EquipSlot::ActiveMainhand),
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(None, Some(_)) => Some(EquipSlot::ActiveOffhand),
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(_, _) => None,
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};
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let tool =
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equip_slot.and_then(|es| match inventory.equipped(es).map(|i| (i, i.kind())) {
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Some((item, ItemKind::Tool(tool))) => Some((item, tool)),
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_ => None,
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});
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tool.and_then(|(item, tool)| {
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hotbar_image(tool.kind).map(|i| {
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(
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i,
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if let Some(skill) =
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item.item_config_expect().abilities.abilities.get(0)
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{
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if energy.current()
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>= skill
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.1
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.clone()
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.adjusted_by_skills(skillset, Some(tool.kind))
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.get_energy_cost()
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{
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Some(Color::Rgba(1.0, 1.0, 1.0, 1.0))
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} else {
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Some(Color::Rgba(0.3, 0.3, 0.3, 0.8))
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}
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} else {
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Some(Color::Rgba(1.0, 1.0, 1.0, 1.0))
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},
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)
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})
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})
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},
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hotbar::SlotContents::Ability4 => {
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let hands = |equip_slot| match inventory.equipped(equip_slot).map(|i| i.kind()) {
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Some(ItemKind::Tool(tool)) => Some(tool.hands),
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_ => None,
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};
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let active_tool_hands = hands(EquipSlot::ActiveMainhand);
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let second_tool_hands = hands(EquipSlot::ActiveOffhand);
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let (equip_slot, skill_index) = match (active_tool_hands, second_tool_hands) {
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(Some(Hands::Two), _) => (Some(EquipSlot::ActiveMainhand), 1),
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(Some(_), Some(Hands::One)) => (Some(EquipSlot::ActiveOffhand), 0),
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(Some(Hands::One), _) => (Some(EquipSlot::ActiveMainhand), 1),
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(None, Some(_)) => (Some(EquipSlot::ActiveOffhand), 1),
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(_, _) => (None, 0),
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};
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let tool =
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match equip_slot.and_then(|es| inventory.equipped(es).map(|i| (i, i.kind()))) {
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Some((item, ItemKind::Tool(tool))) => Some((item, tool)),
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_ => None,
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};
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tool.and_then(|(item, tool)| {
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hotbar_image(tool.kind).map(|i| {
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(
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i,
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if let Some(skill) = item
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.item_config_expect()
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.abilities
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.abilities
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.get(skill_index)
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{
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if energy.current()
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>= skill
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.1
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.clone()
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.adjusted_by_skills(skillset, Some(tool.kind))
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.get_energy_cost()
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{
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Some(Color::Rgba(1.0, 1.0, 1.0, 1.0))
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} else {
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Some(Color::Rgba(0.3, 0.3, 0.3, 0.8))
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}
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} else {
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Some(Color::Rgba(1.0, 1.0, 1.0, 1.0))
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},
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)
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})
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})
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},
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})
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}
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fn amount(&self, (hotbar, inventory, _, _): &HotbarSource<'a>) -> Option<u32> {
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hotbar
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.get(*self)
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.and_then(|content| match content {
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hotbar::SlotContents::Inventory(idx) => inventory.get(idx),
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hotbar::SlotContents::Ability3 => None,
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hotbar::SlotContents::Ability4 => None,
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})
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.map(|item| item.amount())
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.filter(|amount| *amount > 1)
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}
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fn image_ids(
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key: &Self::ImageKey,
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(item_imgs, imgs): &HotbarImageSource<'a>,
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) -> Vec<image::Id> {
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match key {
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HotbarImage::Item(key) => item_imgs.img_ids_or_not_found_img(key.clone()),
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HotbarImage::SnakeArrow => vec![imgs.snake_arrow_0],
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HotbarImage::FireAoe => vec![imgs.fire_aoe],
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HotbarImage::SwordWhirlwind => vec![imgs.sword_whirlwind],
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HotbarImage::HammerLeap => vec![imgs.hammerleap],
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HotbarImage::AxeLeapSlash => vec![imgs.skill_axe_leap_slash],
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HotbarImage::BowJumpBurst => vec![imgs.skill_bow_jump_burst],
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HotbarImage::SceptreAura => vec![imgs.skill_sceptre_aura],
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}
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}
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}
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impl From<InventorySlot> for SlotKind {
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fn from(inventory: InventorySlot) -> Self { Self::Inventory(inventory) }
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}
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impl From<EquipSlot> for SlotKind {
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fn from(equip: EquipSlot) -> Self { Self::Equip(equip) }
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}
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impl From<HotbarSlot> for SlotKind {
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fn from(hotbar: HotbarSlot) -> Self { Self::Hotbar(hotbar) }
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}
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impl From<TradeSlot> for SlotKind {
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fn from(trade: TradeSlot) -> Self { Self::Trade(trade) }
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}
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impl SumSlot for SlotKind {}
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fn hotbar_image(tool: ToolKind) -> Option<HotbarImage> {
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match tool {
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ToolKind::Staff => Some(HotbarImage::FireAoe),
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ToolKind::Hammer => Some(HotbarImage::HammerLeap),
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ToolKind::Axe => Some(HotbarImage::AxeLeapSlash),
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ToolKind::Bow => Some(HotbarImage::BowJumpBurst),
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ToolKind::Debug => Some(HotbarImage::SnakeArrow),
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ToolKind::Sword => Some(HotbarImage::SwordWhirlwind),
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ToolKind::Sceptre => Some(HotbarImage::SceptreAura),
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_ => None,
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}
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}
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