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use crate::{
    comp::{
        ability,
        dialogue::Subject,
        inventory::{
            item::tool::ToolKind,
            slot::{EquipSlot, InvSlotId, Slot},
        },
        invite::{InviteKind, InviteResponse},
        BuffKind,
    },
    mounting::VolumePos,
    trade::{TradeAction, TradeId},
    uid::Uid,
    util::Dir,
};
use serde::{Deserialize, Serialize};
use specs::Component;
use std::collections::BTreeMap;
use vek::*;

#[derive(Clone, Debug, PartialEq, Eq, Serialize, Deserialize)]
pub enum InventoryEvent {
    Pickup(Uid),
    Swap(InvSlotId, InvSlotId),
    SplitSwap(InvSlotId, InvSlotId),
    Drop(InvSlotId),
    SplitDrop(InvSlotId),
    Sort,
    CraftRecipe {
        craft_event: CraftEvent,
        craft_sprite: Option<VolumePos>,
    },
    OverflowMove(usize, InvSlotId),
    OverflowDrop(usize),
    OverflowSplitDrop(usize),
}

#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize)]
pub enum InventoryAction {
    Swap(EquipSlot, Slot),
    Drop(EquipSlot),
    Use(Slot),
    Sort,
    Collect(Vec3<i32>),
    // TODO: Not actually inventory-related: refactor to allow sprite interaction without
    // inventory manipulation!
    ToggleSpriteLight(VolumePos, bool),
}

#[derive(Clone, Debug, PartialEq, Eq, Serialize, Deserialize)]
pub enum InventoryManip {
    Pickup(Uid),
    Collect {
        sprite_pos: Vec3<i32>,
        /// If second field is `true`, item will be consumed on collection.
        required_item: Option<(InvSlotId, bool)>,
    },
    Use(Slot),
    Swap(Slot, Slot),
    SplitSwap(Slot, Slot),
    Drop(Slot),
    SplitDrop(Slot),
    Sort,
    CraftRecipe {
        craft_event: CraftEvent,
        craft_sprite: Option<VolumePos>,
    },
    SwapEquippedWeapons,
}

impl From<InventoryEvent> for InventoryManip {
    fn from(inv_event: InventoryEvent) -> Self {
        match inv_event {
            InventoryEvent::Pickup(pickup) => Self::Pickup(pickup),
            InventoryEvent::Swap(inv1, inv2) => {
                Self::Swap(Slot::Inventory(inv1), Slot::Inventory(inv2))
            },
            InventoryEvent::SplitSwap(inv1, inv2) => {
                Self::SplitSwap(Slot::Inventory(inv1), Slot::Inventory(inv2))
            },
            InventoryEvent::Drop(inv) => Self::Drop(Slot::Inventory(inv)),
            InventoryEvent::SplitDrop(inv) => Self::SplitDrop(Slot::Inventory(inv)),
            InventoryEvent::Sort => Self::Sort,
            InventoryEvent::CraftRecipe {
                craft_event,
                craft_sprite,
            } => Self::CraftRecipe {
                craft_event,
                craft_sprite,
            },
            InventoryEvent::OverflowMove(o, inv) => {
                Self::Swap(Slot::Overflow(o), Slot::Inventory(inv))
            },
            InventoryEvent::OverflowDrop(o) => Self::Drop(Slot::Overflow(o)),
            InventoryEvent::OverflowSplitDrop(o) => Self::SplitDrop(Slot::Overflow(o)),
        }
    }
}

#[derive(Clone, Debug, PartialEq, Eq, Serialize, Deserialize)]
pub enum CraftEvent {
    Simple {
        recipe: String,
        slots: Vec<(u32, InvSlotId)>,
        amount: u32,
    },
    Salvage(InvSlotId),
    // TODO: Maybe look at making this more general when there are more modular recipes?
    ModularWeapon {
        primary_component: InvSlotId,
        secondary_component: InvSlotId,
    },
    // TODO: Maybe try to consolidate into another? Otherwise eventually make more general.
    ModularWeaponPrimaryComponent {
        toolkind: ToolKind,
        material: InvSlotId,
        modifier: Option<InvSlotId>,
        slots: Vec<(u32, InvSlotId)>,
    },
    Repair {
        item: Slot,
        slots: Vec<(u32, InvSlotId)>,
    },
}

#[derive(Clone, Debug, PartialEq, Eq, Serialize, Deserialize)]
pub enum GroupManip {
    Leave,
    Kick(Uid),
    AssignLeader(Uid),
}

#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash, Serialize, Deserialize, strum::EnumString)]
pub enum UtteranceKind {
    Calm,
    Angry,
    Surprised,
    Hurt,
    Greeting,
    Scream,
    Ambush,
    /* Death,
     * TODO: Wait for more post-death features (i.e. animations) before implementing death
     * sounds */
}

#[derive(Clone, Debug, PartialEq, Eq, Serialize, Deserialize)]
pub enum ControlEvent {
    //ToggleLantern,
    EnableLantern,
    DisableLantern,
    Interact(Uid, Subject),
    InitiateInvite(Uid, InviteKind),
    InviteResponse(InviteResponse),
    PerformTradeAction(TradeId, TradeAction),
    Mount(Uid),
    MountVolume(VolumePos),
    Unmount,
    SetPetStay(Uid, bool),
    InventoryEvent(InventoryEvent),
    GroupManip(GroupManip),
    RemoveBuff(BuffKind),
    LeaveStance,
    Respawn,
    Utterance(UtteranceKind),
    ChangeAbility {
        slot: usize,
        auxiliary_key: ability::AuxiliaryKey,
        new_ability: ability::AuxiliaryAbility,
    },
    ActivatePortal(Uid),
}

#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
pub enum ControlAction {
    SwapEquippedWeapons,
    InventoryAction(InventoryAction),
    Wield,
    GlideWield,
    Unwield,
    Sit,
    Dance,
    Pet {
        target_uid: Uid,
    },
    Sneak,
    Stand,
    Talk,
    StartInput {
        input: InputKind,
        target_entity: Option<Uid>,
        // Some inputs need a selected position, such as mining
        select_pos: Option<Vec3<f32>>,
    },
    CancelInput(InputKind),
}

impl ControlAction {
    pub fn basic_input(input: InputKind) -> Self {
        ControlAction::StartInput {
            input,
            target_entity: None,
            select_pos: None,
        }
    }
}

#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize, Eq, Ord, PartialOrd)]
#[repr(u32)]
pub enum InputKind {
    Primary = 0,
    Secondary = 1,
    Block = 2,
    Ability(usize) = 3,
    Roll = 4,
    Jump = 5,
    Fly = 6,
}

impl InputKind {
    pub fn is_ability(self) -> bool {
        matches!(
            self,
            Self::Primary | Self::Secondary | Self::Ability(_) | Self::Block
        )
    }
}

impl From<InputKind> for Option<ability::AbilityInput> {
    fn from(input: InputKind) -> Option<ability::AbilityInput> {
        use ability::AbilityInput;
        match input {
            InputKind::Block => Some(AbilityInput::Guard),
            InputKind::Primary => Some(AbilityInput::Primary),
            InputKind::Secondary => Some(AbilityInput::Secondary),
            InputKind::Roll => Some(AbilityInput::Movement),
            InputKind::Ability(index) => Some(AbilityInput::Auxiliary(index)),
            InputKind::Jump | InputKind::Fly => None,
        }
    }
}

#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
pub struct InputAttr {
    pub select_pos: Option<Vec3<f32>>,
    pub target_entity: Option<Uid>,
}

#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize)]
pub enum Climb {
    Up,
    Down,
    Hold,
}

#[derive(Clone, Debug, Default, PartialEq, Serialize, Deserialize)]
pub struct ControllerInputs {
    pub climb: Option<Climb>,
    pub move_dir: Vec2<f32>,
    pub move_z: f32, /* z axis (not combined with move_dir because they may have independent
                      * limits) */
    pub look_dir: Dir,
    pub break_block_pos: Option<Vec3<f32>>,
    /// Attempt to enable strafing.
    /// Currently, setting this to false will *not* disable strafing during a
    /// wielding character state.
    pub strafing: bool,
}

#[derive(Clone, Debug, Default, PartialEq, Serialize, Deserialize)]
pub struct Controller {
    pub inputs: ControllerInputs,
    pub queued_inputs: BTreeMap<InputKind, InputAttr>,
    // TODO: consider SmallVec
    pub events: Vec<ControlEvent>,
    pub actions: Vec<ControlAction>,
}

impl ControllerInputs {
    /// Sanitize inputs to avoid clients sending bad data.
    pub fn sanitize(&mut self) {
        self.move_dir = if self.move_dir.map(|e| e.is_finite()).reduce_and() {
            self.move_dir / self.move_dir.magnitude().max(1.0)
        } else {
            Vec2::zero()
        };
        self.move_z = if self.move_z.is_finite() {
            self.move_z.clamped(-1.0, 1.0)
        } else {
            0.0
        };
    }

    /// Updates Controller inputs with new version received from the client
    pub fn update_with_new(&mut self, new: Self) {
        self.climb = new.climb;
        self.move_dir = new.move_dir;
        self.move_z = new.move_z;
        self.look_dir = new.look_dir;
        self.break_block_pos = new.break_block_pos;
    }
}

impl Controller {
    /// Sets all inputs to default
    pub fn reset(&mut self) {
        self.inputs = Default::default();
        self.queued_inputs = Default::default();
    }

    pub fn clear_events(&mut self) { self.events.clear(); }

    pub fn push_event(&mut self, event: ControlEvent) { self.events.push(event); }

    pub fn push_utterance(&mut self, utterance: UtteranceKind) {
        self.push_event(ControlEvent::Utterance(utterance));
    }

    pub fn push_invite_response(&mut self, invite_response: InviteResponse) {
        self.push_event(ControlEvent::InviteResponse(invite_response));
    }

    pub fn push_initiate_invite(&mut self, uid: Uid, invite: InviteKind) {
        self.push_event(ControlEvent::InitiateInvite(uid, invite));
    }

    pub fn push_action(&mut self, action: ControlAction) { self.actions.push(action); }

    pub fn push_basic_input(&mut self, input: InputKind) {
        self.push_action(ControlAction::basic_input(input));
    }

    pub fn push_cancel_input(&mut self, input: InputKind) {
        self.push_action(ControlAction::CancelInput(input));
    }
}

impl Component for Controller {
    type Storage = specs::VecStorage<Self>;
}