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use core::ops::Not;
use hashbrown::HashMap;
use serde::{Deserialize, Serialize};
use specs::{Component, DerefFlaggedStorage};
use std::{cmp::Ordering, convert::TryFrom, mem, num::NonZeroU32, ops::Range};
use tracing::{debug, trace, warn};
use vek::Vec3;
use crate::{
comp::{
body::Body,
inventory::{
item::{
item_key::ItemKey, tool::AbilityMap, ItemDef, ItemDefinitionIdOwned, ItemKind,
MaterialStatManifest, TagExampleInfo,
},
loadout::Loadout,
slot::{EquipSlot, Slot, SlotError},
},
loot_owner::LootOwnerKind,
slot::{InvSlotId, SlotId},
Item,
},
resources::Time,
uid::Uid,
LoadoutBuilder,
};
use super::FrontendItem;
pub mod item;
pub mod loadout;
pub mod loadout_builder;
pub mod slot;
#[cfg(test)] mod test;
#[cfg(test)] mod test_helpers;
pub mod trade_pricing;
pub type InvSlot = Option<Item>;
const DEFAULT_INVENTORY_SLOTS: usize = 18;
/// NOTE: Do not add a PartialEq instance for Inventory; that's broken!
#[derive(Clone, Debug, Serialize, Deserialize)]
pub struct Inventory {
next_sort_order: InventorySortOrder,
loadout: Loadout,
/// The "built-in" slots belonging to the inventory itself, all other slots
/// are provided by equipped items
slots: Vec<InvSlot>,
/// For when slot amounts are rebalanced or the inventory otherwise does not
/// have enough space to hold all the items after loading from database.
/// These slots are "remove-only" meaning that during normal gameplay items
/// can only be removed from these slots and never entered.
overflow_items: Vec<Item>,
}
/// 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>),
}
impl Error {
pub fn returned_items(self) -> impl Iterator<Item = Item> {
match self {
Error::Full(items) => items.into_iter(),
}
}
}
#[derive(Clone, Copy, Debug, Serialize, Deserialize)]
pub enum InventorySortOrder {
Name,
Quality,
Category,
Tag,
Amount,
}
impl InventorySortOrder {
fn next(&self) -> InventorySortOrder {
match self {
InventorySortOrder::Name => InventorySortOrder::Quality,
InventorySortOrder::Quality => InventorySortOrder::Tag,
InventorySortOrder::Tag => InventorySortOrder::Category,
InventorySortOrder::Category => InventorySortOrder::Amount,
InventorySortOrder::Amount => InventorySortOrder::Name,
}
}
}
pub enum CustomOrder {
Name,
Quality,
KindPartial,
KindFull,
Tag,
}
/// Represents the Inventory of an entity. The inventory has 18 "built-in"
/// slots, with further slots being provided by items equipped in the Loadout
/// sub-struct. Inventory slots are indexed by `InvSlotId` which is
/// comprised of `loadout_idx` - the index of the loadout item that provides the
/// slot, 0 being the built-in inventory slots, and `slot_idx` - the index of
/// the slot within that loadout item.
///
/// Currently, it is not supported for inventories to contain items that have
/// items inside them. This is due to both game balance purposes, and the lack
/// of a UI to show such items. Because of this, any action that would result in
/// such an item being put into the inventory (item pickup, unequipping an item
/// that contains items etc) must first ensure items are unloaded from the item.
/// This is handled in `inventory\slot.rs`
impl Inventory {
pub fn with_empty() -> Inventory {
Self::with_loadout_humanoid(LoadoutBuilder::empty().build())
}
pub fn with_loadout(loadout: Loadout, body: Body) -> Inventory {
if let Body::Humanoid(_) = body {
Self::with_loadout_humanoid(loadout)
} else {
Self::with_loadout_animal(loadout)
}
}
pub fn with_loadout_humanoid(loadout: Loadout) -> Inventory {
Inventory {
next_sort_order: InventorySortOrder::Name,
loadout,
slots: vec![None; DEFAULT_INVENTORY_SLOTS],
overflow_items: Vec::new(),
}
}
pub fn with_loadout_animal(loadout: Loadout) -> Inventory {
Inventory {
next_sort_order: InventorySortOrder::Name,
loadout,
slots: vec![None; 1],
overflow_items: Vec::new(),
}
}
/// Total number of slots in the inventory.
pub fn capacity(&self) -> usize { self.slots().count() }
/// An iterator of all inventory slots
pub fn slots(&self) -> impl Iterator<Item = &InvSlot> {
self.slots
.iter()
.chain(self.loadout.inv_slots_with_id().map(|(_, slot)| slot))
}
/// An iterator of all overflow slots in the inventory
pub fn overflow_items(&self) -> impl Iterator<Item = &Item> { self.overflow_items.iter() }
/// A mutable iterator of all inventory slots
fn slots_mut(&mut self) -> impl Iterator<Item = &mut InvSlot> {
self.slots.iter_mut().chain(self.loadout.inv_slots_mut())
}
fn slots_mut_with_mutable_recently_unequipped_items(
&mut self,
) -> (
impl Iterator<Item = &mut InvSlot>,
&mut HashMap<ItemDefinitionIdOwned, (Time, u8)>,
) {
let (slots_mut, recently_unequipped) = self
.loadout
.inv_slots_mut_with_mutable_recently_unequipped_items();
(self.slots.iter_mut().chain(slots_mut), recently_unequipped)
}
/// An iterator of all inventory slots and their position
pub fn slots_with_id(&self) -> impl Iterator<Item = (InvSlotId, &InvSlot)> {
self.slots
.iter()
.enumerate()
.map(|(i, slot)| ((InvSlotId::new(0, u16::try_from(i).unwrap())), slot))
.chain(
self.loadout
.inv_slots_with_id()
.map(|(loadout_slot_id, inv_slot)| (loadout_slot_id.into(), inv_slot)),
)
}
/// If custom_order is empty, it will always return Ordering::Equal
pub fn order_by_custom(custom_order: &[CustomOrder], a: &Item, b: &Item) -> Ordering {
let mut order = custom_order.iter();
let a_quality = a.quality();
let b_quality = b.quality();
let a_kind = a.kind().get_itemkind_string();
let b_kind = b.kind().get_itemkind_string();
let mut cmp = Ordering::Equal;
while cmp == Ordering::Equal {
match order.next() {
Some(CustomOrder::KindFull) => cmp = Ord::cmp(&a_kind, &b_kind),
Some(CustomOrder::KindPartial) => {
cmp = Ord::cmp(
&a_kind.split_once(':').unwrap().0,
&b_kind.split_once(':').unwrap().0,
)
},
Some(CustomOrder::Quality) => cmp = Ord::cmp(&b_quality, &a_quality),
#[allow(deprecated)]
Some(CustomOrder::Name) => cmp = Ord::cmp(&a.name(), &b.name()),
Some(CustomOrder::Tag) => {
cmp = Ord::cmp(
&a.tags().first().map_or("", |tag| tag.name()),
&b.tags().first().map_or("", |tag| tag.name()),
)
},
_ => break,
}
}
cmp
}
/// Sorts the inventory using the next sort order
pub fn sort(&mut self) {
let sort_order = self.next_sort_order;
let mut items: Vec<Item> = self.slots_mut().filter_map(mem::take).collect();
items.sort_by(|a, b| match sort_order {
#[allow(deprecated)]
InventorySortOrder::Name => Ord::cmp(&a.name(), &b.name()),
// Quality is sorted in reverse since we want high quality items first
InventorySortOrder::Quality => Ord::cmp(&b.quality(), &a.quality()),
InventorySortOrder::Category => {
let order = [
CustomOrder::KindPartial,
CustomOrder::Quality,
CustomOrder::KindFull,
CustomOrder::Name,
];
Self::order_by_custom(&order, a, b)
},
InventorySortOrder::Tag => Ord::cmp(
&a.tags().first().map_or("", |tag| tag.name()),
&b.tags().first().map_or("", |tag| tag.name()),
),
// Amount is sorted in reverse since we want high amounts items first
InventorySortOrder::Amount => Ord::cmp(&b.amount(), &a.amount()),
});
self.push_all(items.into_iter()).expect(
"It is impossible for there to be insufficient inventory space when sorting the \
inventory",
);
self.next_sort_order = self.next_sort_order.next();
}
/// Returns the sort order that will be used when Inventory::sort() is next
/// called
pub fn next_sort_order(&self) -> InventorySortOrder { self.next_sort_order }
/// Adds a new item to the fitting slots of the inventory or starts a
/// new group. Returns the item in an error if no space was found.
///
/// WARNING: This **may** make inventory modifications if `Err(item)` is
/// returned. The second tuple field in the error is the number of items
/// that were successfully inserted into the inventory.
pub fn push(&mut self, mut item: Item) -> Result<(), (Item, Option<NonZeroU32>)> {
// If the item is stackable, we can increase the amount of other equal items up
// to max_amount before inserting a new item if there is still a remaining
// amount (caused by overflow or no other equal stackable being present in the
// inventory).
if item.is_stackable() {
let total_amount = item.amount();
let remaining = self
.slots_mut()
.filter_map(Option::as_mut)
.filter(|s| *s == &item)
.try_fold(total_amount, |remaining, current| {
debug_assert_eq!(
item.max_amount(),
current.max_amount(),
"max_amount of two equal items must match"
);
// NOTE: Invariant that current.amount <= current.max_amount(), so this
// subtraction is safe.
let new_remaining = remaining
.checked_sub(current.max_amount() - current.amount())
.filter(|&remaining| remaining > 0);
if new_remaining.is_some() {
// Not enough capacity left to hold all the remaining items, so we set this
// one to max.
current
.set_amount(current.max_amount())
.expect("max_amount() is always a valid amount");
} else {
// Enough capacity to hold all the remaining items.
current.increase_amount(remaining).expect(
"This item must be able to contain the remaining amount, because \
remaining < current.max_amount() - current.amount()",
);
}
new_remaining
});
if let Some(remaining) = remaining {
item.set_amount(remaining)
.expect("Remaining is known to be > 0");
self.insert(item)
.map_err(|item| (item, NonZeroU32::new(total_amount - remaining)))
} else {
Ok(())
}
} else {
// The item isn't stackable, insert it directly
self.insert(item).map_err(|item| (item, None))
}
}
/// 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 Err((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() {
if let Err((overflow, _)) = self.push(item) {
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_at(&mut self, inv_slot_id: InvSlotId, item: Item) -> Result<Option<Item>, Item> {
match self.slot_mut(inv_slot_id) {
Some(slot) => Ok(mem::replace(slot, Some(item))),
None => Err(item),
}
}
/// Merge the stack of items at src into the stack at dst if the items are
/// compatible and stackable, and return whether anything was changed
pub fn merge_stack_into(&mut self, src: InvSlotId, dst: InvSlotId) -> bool {
let mut amount = None;
if let (Some(srcitem), Some(dstitem)) = (self.get(src), self.get(dst)) {
// The equality check ensures the items have the same definition, to avoid e.g.
// transmuting coins to diamonds, and the stackable check avoids creating a
// stack of swords
if srcitem == dstitem && srcitem.is_stackable() {
amount = Some(srcitem.amount());
}
}
if let Some(amount) = amount {
let dstitem = self
.get_mut(dst)
.expect("self.get(dst) was Some right above this");
dstitem
.increase_amount(amount)
.map(|_| {
// Suceeded in adding the item, so remove it from `src`.
self.remove(src).expect("Already verified that src was populated.");
})
// Can fail if we exceed `max_amount`
.is_ok()
} else {
false
}
}
/// Checks if inserting item exists in given cell. Inserts an item if it
/// exists.
pub fn insert_or_stack_at(
&mut self,
inv_slot_id: InvSlotId,
item: Item,
) -> Result<Option<Item>, Item> {
if item.is_stackable() {
match self.slot_mut(inv_slot_id) {
Some(Some(slot_item)) => {
Ok(if slot_item == &item {
slot_item
.increase_amount(item.amount())
.err()
.and(Some(item))
} else {
let old_item = mem::replace(slot_item, item);
// No need to recount--we know the count is the same.
Some(old_item)
})
},
Some(None) => self.insert_at(inv_slot_id, item),
None => Err(item),
}
} else {
self.insert_at(inv_slot_id, item)
}
}
/// Attempts to equip the item into a compatible, unpopulated loadout slot.
/// If no slot is available the item is returned.
#[must_use = "Returned item will be lost if not used"]
pub fn try_equip(&mut self, item: Item) -> Result<(), Item> { self.loadout.try_equip(item) }
pub fn populated_slots(&self) -> usize { self.slots().filter_map(|slot| slot.as_ref()).count() }
pub fn free_slots(&self) -> usize { self.slots().filter(|slot| slot.is_none()).count() }
/// Check if an item is in this inventory.
pub fn contains(&self, item: &Item) -> bool {
self.slots().any(|slot| slot.as_ref() == Some(item))
}
/// Return the first slot id containing the item
pub fn get_slot_of_item(&self, item: &Item) -> Option<InvSlotId> {
self.slots_with_id()
.find(|&(_, it)| {
if let Some(it) = it {
it.item_definition_id() == item.item_definition_id()
} else {
false
}
})
.map(|(slot, _)| slot)
}
pub fn get_slot_of_item_by_def_id(
&self,
item_def_id: &item::ItemDefinitionIdOwned,
) -> Option<InvSlotId> {
self.slots_with_id()
.find(|&(_, it)| {
if let Some(it) = it {
it.item_definition_id() == *item_def_id
} else {
false
}
})
.map(|(slot, _)| slot)
}
/// Get content of a slot
pub fn get(&self, inv_slot_id: InvSlotId) -> Option<&Item> {
self.slot(inv_slot_id).and_then(Option::as_ref)
}
/// Get content of an overflow slot
pub fn get_overflow(&self, overflow: usize) -> Option<&Item> {
self.overflow_items.get(overflow)
}
/// Get content of any kind of slot
pub fn get_slot(&self, slot: Slot) -> Option<&Item> {
match slot {
Slot::Inventory(inv_slot) => self.get(inv_slot),
Slot::Equip(equip) => self.equipped(equip),
Slot::Overflow(overflow) => self.get_overflow(overflow),
}
}
/// Get item from inventory
pub fn get_by_hash(&self, item_hash: u64) -> Option<&Item> {
self.slots().flatten().find(|i| i.item_hash() == item_hash)
}
/// Get slot from hash
pub fn get_slot_from_hash(&self, item_hash: u64) -> Option<InvSlotId> {
let slot_with_id = self.slots_with_id().find(|slot| match slot.1 {
None => false,
Some(item) => item.item_hash() == item_hash,
});
slot_with_id.map(|s| s.0)
}
/// Mutably get content of a slot
fn get_mut(&mut self, inv_slot_id: InvSlotId) -> Option<&mut Item> {
self.slot_mut(inv_slot_id).and_then(Option::as_mut)
}
/// Returns a reference to the item (if any) equipped in the given EquipSlot
pub fn equipped(&self, equip_slot: EquipSlot) -> Option<&Item> {
self.loadout.equipped(equip_slot)
}
pub fn loadout_items_with_persistence_key(
&self,
) -> impl Iterator<Item = (&str, Option<&Item>)> {
self.loadout.items_with_persistence_key()
}
/// Returns the range of inventory slot indexes that a particular equipped
/// item provides (used for UI highlighting of inventory slots when hovering
/// over a loadout item)
pub fn get_slot_range_for_equip_slot(&self, equip_slot: EquipSlot) -> Option<Range<usize>> {
// The slot range returned from `Loadout` must be offset by the number of slots
// that the inventory itself provides.
let offset = self.slots.len();
self.loadout
.slot_range_for_equip_slot(equip_slot)
.map(|loadout_range| (loadout_range.start + offset)..(loadout_range.end + offset))
}
/// Swap the items inside of two slots
pub fn swap_slots(&mut self, a: InvSlotId, b: InvSlotId) {
if self.slot(a).is_none() || self.slot(b).is_none() {
warn!("swap_slots called with non-existent inventory slot(s)");
return;
}
let slot_a = mem::take(self.slot_mut(a).unwrap());
let slot_b = mem::take(self.slot_mut(b).unwrap());
*self.slot_mut(a).unwrap() = slot_b;
*self.slot_mut(b).unwrap() = slot_a;
}
/// Moves an item from an overflow slot to an inventory slot
pub fn move_overflow_item(&mut self, overflow: usize, inv_slot: InvSlotId) {
match self.slot(inv_slot) {
Some(Some(_)) => {
warn!("Attempted to move from overflow slot to a filled inventory slot");
return;
},
None => {
warn!("Attempted to move from overflow slot to a non-existent inventory slot");
return;
},
Some(None) => {},
};
let item = self.overflow_items.remove(overflow);
*self.slot_mut(inv_slot).unwrap() = Some(item);
}
/// Remove an item from the slot
pub fn remove(&mut self, inv_slot_id: InvSlotId) -> Option<Item> {
self.slot_mut(inv_slot_id).and_then(|item| item.take())
}
/// Remove an item from an overflow slot
#[must_use = "Returned items will be lost if not used"]
pub fn overflow_remove(&mut self, overflow_slot: usize) -> Option<Item> {
if overflow_slot < self.overflow_items.len() {
Some(self.overflow_items.remove(overflow_slot))
} else {
None
}
}
/// Remove just one item from the slot
pub fn take(
&mut self,
inv_slot_id: InvSlotId,
ability_map: &AbilityMap,
msm: &MaterialStatManifest,
) -> Option<Item> {
if let Some(Some(item)) = self.slot_mut(inv_slot_id) {
let mut return_item = item.duplicate(ability_map, msm);
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.");
Some(return_item)
} else {
self.remove(inv_slot_id)
}
} else {
None
}
}
/// Takes an amount of items from a slot. If the amount to take is larger
/// than the item amount, the item amount will be returned instead.
pub fn take_amount(
&mut self,
inv_slot_id: InvSlotId,
amount: NonZeroU32,
ability_map: &AbilityMap,
msm: &MaterialStatManifest,
) -> Option<Item> {
if let Some(Some(item)) = self.slot_mut(inv_slot_id) {
if item.is_stackable() && item.amount() > amount.get() {
let mut return_item = item.duplicate(ability_map, msm);
let return_amount = amount.get();
// Will never overflow since we know item.amount() > amount.get()
let new_amount = item.amount() - return_amount;
return_item
.set_amount(return_amount)
.expect("We know that 0 < return_amount < item.amount()");
item.set_amount(new_amount)
.expect("new_amount must be > 0 since return item is < item.amount");
Some(return_item)
} else {
// If return_amount == item.amount or the item's amount is one, we
// can just pop it from the inventory
self.remove(inv_slot_id)
}
} else {
None
}
}
/// Takes half of the items from a slot in the inventory
#[must_use = "Returned items will be lost if not used"]
pub fn take_half(
&mut self,
inv_slot_id: InvSlotId,
ability_map: &AbilityMap,
msm: &MaterialStatManifest,
) -> Option<Item> {
if let Some(Some(item)) = self.slot_mut(inv_slot_id) {
item.take_half(ability_map, msm)
.or_else(|| self.remove(inv_slot_id))
} else {
None
}
}
/// Takes half of the items from an overflow slot
#[must_use = "Returned items will be lost if not used"]
pub fn overflow_take_half(
&mut self,
overflow_slot: usize,
ability_map: &AbilityMap,
msm: &MaterialStatManifest,
) -> Option<Item> {
if let Some(item) = self.overflow_items.get_mut(overflow_slot) {
item.take_half(ability_map, msm)
.or_else(|| self.overflow_remove(overflow_slot))
} else {
None
}
}
/// Takes all items from the inventory
pub fn drain(&mut self) -> impl Iterator<Item = Item> + '_ {
self.slots_mut()
.filter(|x| x.is_some())
.filter_map(mem::take)
}
/// Determine how many of a particular item there is in the inventory.
pub fn item_count(&self, item_def: &ItemDef) -> u64 {
self.slots()
.flatten()
.filter(|it| it.is_same_item_def(item_def))
.map(|it| u64::from(it.amount()))
.sum()
}
/// Adds a new item to the first empty slot of the inventory. Returns the
/// item again in an Err if no free slot was found, otherwise returns a
/// reference to the item.
fn insert(&mut self, item: Item) -> Result<(), Item> {
match self.slots_mut().find(|slot| slot.is_none()) {
Some(slot) => {
*slot = Some(item);
Ok(())
},
None => Err(item),
}
}
pub fn slot(&self, inv_slot_id: InvSlotId) -> Option<&InvSlot> {
match SlotId::from(inv_slot_id) {
SlotId::Inventory(slot_idx) => self.slots.get(slot_idx),
SlotId::Loadout(loadout_slot_id) => self.loadout.inv_slot(loadout_slot_id),
}
}
pub fn slot_mut(&mut self, inv_slot_id: InvSlotId) -> Option<&mut InvSlot> {
match SlotId::from(inv_slot_id) {
SlotId::Inventory(slot_idx) => self.slots.get_mut(slot_idx),
SlotId::Loadout(loadout_slot_id) => self.loadout.inv_slot_mut(loadout_slot_id),
}
}
/// Returns the number of free slots in the inventory ignoring any slots
/// granted by the item (if any) equipped in the provided EquipSlot.
pub fn free_slots_minus_equipped_item(&self, equip_slot: EquipSlot) -> usize {
if let Some(mut equip_slot_idx) = self.loadout.loadout_idx_for_equip_slot(equip_slot) {
// Offset due to index 0 representing built-in inventory slots
equip_slot_idx += 1;
self.slots_with_id()
.filter(|(inv_slot_id, slot)| {
inv_slot_id.loadout_idx() != equip_slot_idx && slot.is_none()
})
.count()
} else {
// TODO: return Option<usize> and evaluate to None here
warn!(
"Attempted to fetch loadout index for non-existent EquipSlot: {:?}",
equip_slot
);
0
}
}
pub fn equipped_items(&self) -> impl Iterator<Item = &Item> { self.loadout.items() }
pub fn equipped_items_with_slot(&self) -> impl Iterator<Item = (EquipSlot, &Item)> {
self.loadout.items_with_slot()
}
/// Replaces the loadout item (if any) in the given EquipSlot with the
/// provided item, returning the item that was previously in the slot.
pub fn replace_loadout_item(
&mut self,
equip_slot: EquipSlot,
replacement_item: Option<Item>,
time: Time,
) -> Option<Item> {
self.loadout.swap(equip_slot, replacement_item, time)
}
/// Equip an item from a slot in inventory. The currently equipped item will
/// go into inventory. If the item is going to mainhand, put mainhand in
/// offhand and place offhand into inventory.
#[must_use = "Returned items will be lost if not used"]
pub fn equip(&mut self, inv_slot: InvSlotId, time: Time) -> Vec<Item> {
self.get(inv_slot)
.and_then(|item| self.loadout.get_slot_to_equip_into(&item.kind()))
.map(|equip_slot| self.swap_inventory_loadout(inv_slot, equip_slot, time))
.unwrap_or_default()
}
/// Determines how many free inventory slots will be left after equipping an
/// item (because it could be swapped with an already equipped item that
/// provides more inventory slots than the item being equipped)
pub fn free_after_equip(&self, inv_slot: InvSlotId) -> i32 {
let (inv_slot_for_equipped, slots_from_equipped) = self
.get(inv_slot)
.and_then(|item| self.loadout.get_slot_to_equip_into(&item.kind()))
.and_then(|equip_slot| self.equipped(equip_slot))
.map_or((1, 0), |item| (0, item.slots().len()));
let slots_from_inv = self
.get(inv_slot)
.map(|item| item.slots().len())
.unwrap_or(0);
i32::try_from(self.capacity()).expect("Inventory with more than i32::MAX slots")
- i32::try_from(slots_from_equipped)
.expect("Equipped item with more than i32::MAX slots")
+ i32::try_from(slots_from_inv).expect("Inventory item with more than i32::MAX slots")
- i32::try_from(self.populated_slots())
.expect("Inventory item with more than i32::MAX used slots")
+ inv_slot_for_equipped // If there is no item already in the equip slot we gain 1 slot
}
/// Handles picking up an item, unloading any items inside the item being
/// picked up and pushing them to the inventory to ensure that items
/// containing items aren't inserted into the inventory as this is not
/// currently supported.
///
/// WARNING: The `Err(_)` variant may still cause inventory modifications,
/// note on [`Inventory::push`]
pub fn pickup_item(&mut self, mut item: Item) -> Result<(), (Item, Option<NonZeroU32>)> {
if item.is_stackable() {
return self.push(item);
}
if self.free_slots() < item.populated_slots() + 1 {
return Err((item, None));
}
// Unload any items contained within the item, and push those items and the item
// itself into the inventory. We already know that there are enough free slots
// so push will never give us an item back.
item.drain().for_each(|item| {
self.push(item).unwrap();
});
self.push(item)
}
/// Unequip an item from slot and place into inventory. Will leave the item
/// equipped if inventory has no slots available.
#[must_use = "Returned items will be lost if not used"]
#[allow(clippy::needless_collect)] // This is a false positive, the collect is needed
pub fn unequip(
&mut self,
equip_slot: EquipSlot,
time: Time,
) -> Result<Option<Vec<Item>>, SlotError> {
// Ensure there is enough space in the inventory to place the unequipped item
if self.free_slots_minus_equipped_item(equip_slot) == 0 {
return Err(SlotError::InventoryFull);
}
Ok(self
.loadout
.swap(equip_slot, None, time)
.and_then(|mut unequipped_item| {
let unloaded_items: Vec<Item> = unequipped_item.drain().collect();
self.push(unequipped_item)
.expect("Failed to push item to inventory, precondition failed?");
// Unload any items that were inside the equipped item into the inventory, with
// any that don't fit to be to be dropped on the floor by the caller
match self.push_all(unloaded_items.into_iter()) {
Err(Error::Full(leftovers)) => Some(leftovers),
Ok(()) => None,
}
}))
}
/// Determines how many free inventory slots will be left after unequipping
/// an item
pub fn free_after_unequip(&self, equip_slot: EquipSlot) -> i32 {
let (inv_slot_for_unequipped, slots_from_equipped) = self
.equipped(equip_slot)
.map_or((0, 0), |item| (1, item.slots().len()));
i32::try_from(self.capacity()).expect("Inventory with more than i32::MAX slots")
- i32::try_from(slots_from_equipped)
.expect("Equipped item with more than i32::MAX slots")
- i32::try_from(self.populated_slots())
.expect("Inventory item with more than i32::MAX used slots")
- inv_slot_for_unequipped // If there is an item being unequipped we lose 1 slot
}
/// Swaps items from two slots, regardless of if either is inventory or
/// loadout.
#[must_use = "Returned items will be lost if not used"]
pub fn swap(&mut self, slot_a: Slot, slot_b: Slot, time: Time) -> Vec<Item> {
match (slot_a, slot_b) {
(Slot::Inventory(slot_a), Slot::Inventory(slot_b)) => {
self.swap_slots(slot_a, slot_b);
Vec::new()
},
(Slot::Inventory(inv_slot), Slot::Equip(equip_slot))
| (Slot::Equip(equip_slot), Slot::Inventory(inv_slot)) => {
self.swap_inventory_loadout(inv_slot, equip_slot, time)
},
(Slot::Equip(slot_a), Slot::Equip(slot_b)) => {
self.loadout.swap_slots(slot_a, slot_b, time);
Vec::new()
},
(Slot::Overflow(overflow_slot), Slot::Inventory(inv_slot))
| (Slot::Inventory(inv_slot), Slot::Overflow(overflow_slot)) => {
self.move_overflow_item(overflow_slot, inv_slot);
Vec::new()
},
// Items from overflow slots cannot be equipped until moved into a real inventory slot
(Slot::Overflow(_), Slot::Equip(_)) | (Slot::Equip(_), Slot::Overflow(_)) => Vec::new(),
// Items cannot be moved between overflow slots
(Slot::Overflow(_), Slot::Overflow(_)) => Vec::new(),
}
}
/// Determines how many free inventory slots will be left after swapping two
/// item slots
pub fn free_after_swap(&self, equip_slot: EquipSlot, inv_slot: InvSlotId) -> i32 {
let (inv_slot_for_equipped, slots_from_equipped) = self
.equipped(equip_slot)
.map_or((0, 0), |item| (1, item.slots().len()));
let (inv_slot_for_inv_item, slots_from_inv_item) = self
.get(inv_slot)
.map_or((0, 0), |item| (1, item.slots().len()));
// Return the number of inventory slots that will be free once this slot swap is
// performed
i32::try_from(self.capacity())
.expect("inventory with more than i32::MAX slots")
- i32::try_from(slots_from_equipped)
.expect("equipped item with more than i32::MAX slots")
+ i32::try_from(slots_from_inv_item)
.expect("inventory item with more than i32::MAX slots")
- i32::try_from(self.populated_slots())
.expect("inventory with more than i32::MAX used slots")
- inv_slot_for_equipped // +1 inventory slot required if an item was unequipped
+ inv_slot_for_inv_item // -1 inventory slot required if an item was equipped
}
/// Swap item in an inventory slot with one in a loadout slot.
#[must_use = "Returned items will be lost if not used"]
pub fn swap_inventory_loadout(
&mut self,
inv_slot_id: InvSlotId,
equip_slot: EquipSlot,
time: Time,
) -> Vec<Item> {
if !self.can_swap(inv_slot_id, equip_slot) {
return Vec::new();
}
// Take the item from the inventory
let from_inv = self.remove(inv_slot_id);
// Swap the equipped item for the item from the inventory
let from_equip = self.loadout.swap(equip_slot, from_inv, time);
let unloaded_items = from_equip
.map(|mut from_equip| {
// Unload any items held inside the previously equipped item
let mut items: Vec<Item> = from_equip.drain().collect();
// Attempt to put the unequipped item in the same slot that the inventory item
// was in - if that slot no longer exists (because a large container was
// swapped for a smaller one) then we will attempt to push it to the inventory
// with the rest of the unloaded items.
if let Err(returned) = self.insert_at(inv_slot_id, from_equip) {
items.insert(0, returned);
}
items
})
.unwrap_or_default();
// If 2 1h weapons are equipped, and mainhand weapon removed, move offhand into
// mainhand
match equip_slot {
EquipSlot::ActiveMainhand => {
if self.loadout.equipped(EquipSlot::ActiveMainhand).is_none()
&& self.loadout.equipped(EquipSlot::ActiveOffhand).is_some()
{
let offhand = self.loadout.swap(EquipSlot::ActiveOffhand, None, time);
assert!(
self.loadout
.swap(EquipSlot::ActiveMainhand, offhand, time)
.is_none()
);
}
},
EquipSlot::InactiveMainhand => {
if self.loadout.equipped(EquipSlot::InactiveMainhand).is_none()
&& self.loadout.equipped(EquipSlot::InactiveOffhand).is_some()
{
let offhand = self.loadout.swap(EquipSlot::InactiveOffhand, None, time);
assert!(
self.loadout
.swap(EquipSlot::InactiveMainhand, offhand, time)
.is_none()
);
}
},
_ => {},
}
// Attempt to put any items unloaded from the unequipped item into empty
// inventory slots and return any that don't fit to the caller where they
// will be dropped on the ground
match self.push_all(unloaded_items.into_iter()) {
Err(Error::Full(leftovers)) => leftovers,
Ok(()) => Vec::new(),
}
}
/// Determines if an inventory and loadout slot can be swapped, taking into
/// account whether there will be free space in the inventory for the
/// loadout item once any slots that were provided by it have been
/// removed.
pub fn can_swap(&self, inv_slot_id: InvSlotId, equip_slot: EquipSlot) -> bool {
// Check if loadout slot can hold item
if !self.get(inv_slot_id).map_or(true, |item| {
self.loadout.slot_can_hold(equip_slot, Some(&*item.kind()))
}) {
trace!("can_swap = false, equip slot can't hold item");
return false;
}
if self.slot(inv_slot_id).is_none() {
debug!(
"can_swap = false, tried to swap into non-existent inventory slot: {:?}",
inv_slot_id
);
return false;
}
true
}
pub fn equipped_items_replaceable_by<'a>(
&'a self,
item_kind: &'a ItemKind,
) -> impl Iterator<Item = &'a Item> {
self.loadout.equipped_items_replaceable_by(item_kind)
}
pub fn swap_equipped_weapons(&mut self, time: Time) { self.loadout.swap_equipped_weapons(time) }
/// Update internal computed state of all top level items in this loadout.
/// Used only when loading in persistence code.
pub fn persistence_update_all_item_states(
&mut self,
ability_map: &AbilityMap,
msm: &MaterialStatManifest,
) {
self.slots_mut().for_each(|slot| {
if let Some(item) = slot {
item.update_item_state(ability_map, msm);
}
});
self.overflow_items
.iter_mut()
.for_each(|item| item.update_item_state(ability_map, msm));
}
/// Increments durability lost for all valid items equipped in loadout and
/// recently unequipped from loadout by 1
pub fn damage_items(
&mut self,
ability_map: &item::tool::AbilityMap,
msm: &item::MaterialStatManifest,
time: Time,
) {
self.loadout.damage_items(ability_map, msm);
self.loadout.cull_recently_unequipped_items(time);
let (slots_mut, recently_unequipped_items) =
self.slots_mut_with_mutable_recently_unequipped_items();
slots_mut.filter_map(|slot| slot.as_mut()).for_each(|item| {
if item
.durability_lost()
.map_or(false, |dur| dur < Item::MAX_DURABILITY)
&& let Some((_unequip_time, count)) =
recently_unequipped_items.get_mut(&item.item_definition_id())
&& *count > 0
{
*count -= 1;
item.increment_damage(ability_map, msm);
}
});
}
/// Resets durability of item in specified slot
pub fn repair_item_at_slot(
&mut self,
slot: Slot,
ability_map: &item::tool::AbilityMap,
msm: &item::MaterialStatManifest,
) {
match slot {
Slot::Inventory(invslot) => {
if let Some(Some(item)) = self.slot_mut(invslot) {
item.reset_durability(ability_map, msm);
}
},
Slot::Equip(equip_slot) => {
self.loadout
.repair_item_at_slot(equip_slot, ability_map, msm);
},
// Items in overflow slots cannot be repaired until they are moved to a real slot
Slot::Overflow(_) => {},
}
}
/// When loading a character from the persistence system, pushes any items
/// to overflow_items that were not able to be loaded into or pushed to the
/// inventory
pub fn persistence_push_overflow_items<I: Iterator<Item = Item>>(&mut self, overflow_items: I) {
self.overflow_items.extend(overflow_items);
}
}
impl Component for Inventory {
type Storage = DerefFlaggedStorage<Self, specs::VecStorage<Self>>;
}
#[derive(Copy, Clone, Debug, Serialize, Deserialize)]
pub enum CollectFailedReason {
InventoryFull,
LootOwned {
owner: LootOwnerKind,
expiry_secs: u64,
},
}
#[derive(Clone, Debug, Serialize, Deserialize)]
pub enum InventoryUpdateEvent {
Init,
Used,
Consumed(ItemKey),
Gave,
Given,
Swapped,
Dropped,
Collected(FrontendItem),
BlockCollectFailed {
pos: Vec3<i32>,
reason: CollectFailedReason,
},
EntityCollectFailed {
entity: Uid,
reason: CollectFailedReason,
},
Possession,
Debug,
Craft,
}
impl Default for InventoryUpdateEvent {
fn default() -> Self { Self::Init }
}
#[derive(Clone, Debug, Default, Serialize, Deserialize)]
pub struct InventoryUpdate {
events: Vec<InventoryUpdateEvent>,
}
impl InventoryUpdate {
pub fn new(event: InventoryUpdateEvent) -> Self {
Self {
events: vec![event],
}
}
pub fn push(&mut self, event: InventoryUpdateEvent) { self.events.push(event); }
pub fn take_events(&mut self) -> Vec<InventoryUpdateEvent> { std::mem::take(&mut self.events) }
}
impl Component for InventoryUpdate {
// TODO: This could probabably be `DenseVecStorage` (except we call clear on
// this and that essentially leaks for `DenseVecStorage` atm afaict).
type Storage = specs::VecStorage<Self>;
}