veloren_common/comp/inventory/
mod.rs

1use core::ops::Not;
2use hashbrown::HashMap;
3use serde::{Deserialize, Serialize};
4use specs::{Component, DerefFlaggedStorage};
5use std::{cmp::Ordering, convert::TryFrom, mem, num::NonZeroU32, ops::Range};
6use tracing::{debug, trace, warn};
7use vek::Vec3;
8
9use crate::{
10    LoadoutBuilder,
11    comp::{
12        Item,
13        body::Body,
14        inventory::{
15            item::{
16                ItemDef, ItemDefinitionIdOwned, ItemKind, MaterialStatManifest, TagExampleInfo,
17                item_key::ItemKey, tool::AbilityMap,
18            },
19            loadout::Loadout,
20            recipe_book::RecipeBook,
21            slot::{EquipSlot, Slot, SlotError},
22        },
23        loot_owner::LootOwnerKind,
24        slot::{InvSlotId, SlotId},
25    },
26    recipe::{Recipe, RecipeBookManifest},
27    resources::Time,
28    terrain::SpriteKind,
29    uid::Uid,
30};
31
32use super::FrontendItem;
33
34pub mod item;
35pub mod loadout;
36pub mod loadout_builder;
37pub mod recipe_book;
38pub mod slot;
39#[cfg(test)] mod test;
40#[cfg(test)] mod test_helpers;
41pub mod trade_pricing;
42
43pub type InvSlot = Option<Item>;
44const DEFAULT_INVENTORY_SLOTS: usize = 18;
45
46/// NOTE: Do not add a PartialEq instance for Inventory; that's broken!
47#[derive(Clone, Debug, Serialize, Deserialize)]
48pub struct Inventory {
49    next_sort_order: InventorySortOrder,
50    loadout: Loadout,
51    /// The "built-in" slots belonging to the inventory itself, all other slots
52    /// are provided by equipped items
53    slots: Vec<InvSlot>,
54    /// For when slot amounts are rebalanced or the inventory otherwise does not
55    /// have enough space to hold all the items after loading from database.
56    /// These slots are "remove-only" meaning that during normal gameplay items
57    /// can only be removed from these slots and never entered.
58    overflow_items: Vec<Item>,
59    /// Recipes that are available for use
60    recipe_book: RecipeBook,
61}
62
63/// Errors which the methods on `Inventory` produce
64#[derive(Debug)]
65pub enum Error {
66    /// The inventory is full and items could not be added. The extra items have
67    /// been returned.
68    Full(Vec<Item>),
69}
70
71impl Error {
72    pub fn returned_items(self) -> impl Iterator<Item = Item> {
73        match self {
74            Error::Full(items) => items.into_iter(),
75        }
76    }
77}
78
79#[derive(Clone, Copy, Debug, Serialize, Deserialize)]
80pub enum InventorySortOrder {
81    Name,
82    Quality,
83    Category,
84    Tag,
85    Amount,
86}
87
88impl InventorySortOrder {
89    fn next(&self) -> InventorySortOrder {
90        match self {
91            InventorySortOrder::Name => InventorySortOrder::Quality,
92            InventorySortOrder::Quality => InventorySortOrder::Tag,
93            InventorySortOrder::Tag => InventorySortOrder::Category,
94            InventorySortOrder::Category => InventorySortOrder::Amount,
95            InventorySortOrder::Amount => InventorySortOrder::Name,
96        }
97    }
98}
99
100pub enum CustomOrder {
101    Name,
102    Quality,
103    KindPartial,
104    KindFull,
105    Tag,
106}
107
108/// Represents the Inventory of an entity. The inventory has 18 "built-in"
109/// slots, with further slots being provided by items equipped in the Loadout
110/// sub-struct. Inventory slots are indexed by `InvSlotId` which is
111/// comprised of `loadout_idx` - the index of the loadout item that provides the
112/// slot, 0 being the built-in inventory slots, and `slot_idx` - the index of
113/// the slot within that loadout item.
114///
115/// Currently, it is not supported for inventories to contain items that have
116/// items inside them. This is due to both game balance purposes, and the lack
117/// of a UI to show such items. Because of this, any action that would result in
118/// such an item being put into the inventory (item pickup, unequipping an item
119/// that contains items etc) must first ensure items are unloaded from the item.
120/// This is handled in `inventory\slot.rs`
121impl Inventory {
122    pub fn with_empty() -> Inventory {
123        Self::with_loadout_humanoid(LoadoutBuilder::empty().build())
124    }
125
126    pub fn with_loadout(loadout: Loadout, body: Body) -> Inventory {
127        if let Body::Humanoid(_) = body {
128            Self::with_loadout_humanoid(loadout)
129        } else {
130            Self::with_loadout_animal(loadout)
131        }
132    }
133
134    pub fn with_loadout_humanoid(loadout: Loadout) -> Inventory {
135        Inventory {
136            next_sort_order: InventorySortOrder::Name,
137            loadout,
138            slots: vec![None; DEFAULT_INVENTORY_SLOTS],
139            overflow_items: Vec::new(),
140            recipe_book: RecipeBook::default(),
141        }
142    }
143
144    pub fn with_loadout_animal(loadout: Loadout) -> Inventory {
145        Inventory {
146            next_sort_order: InventorySortOrder::Name,
147            loadout,
148            slots: vec![None; 1],
149            overflow_items: Vec::new(),
150            recipe_book: RecipeBook::default(),
151        }
152    }
153
154    pub fn with_recipe_book(mut self, recipe_book: RecipeBook) -> Inventory {
155        self.recipe_book = recipe_book;
156        self
157    }
158
159    /// Total number of slots in in the inventory.
160    pub fn capacity(&self) -> usize { self.slots().count() }
161
162    /// An iterator of all inventory slots
163    pub fn slots(&self) -> impl Iterator<Item = &InvSlot> {
164        self.slots
165            .iter()
166            .chain(self.loadout.inv_slots_with_id().map(|(_, slot)| slot))
167    }
168
169    /// An iterator of all overflow slots in the inventory
170    pub fn overflow_items(&self) -> impl Iterator<Item = &Item> { self.overflow_items.iter() }
171
172    /// A mutable iterator of all inventory slots
173    fn slots_mut(&mut self) -> impl Iterator<Item = &mut InvSlot> {
174        self.slots.iter_mut().chain(self.loadout.inv_slots_mut())
175    }
176
177    fn slots_mut_with_mutable_recently_unequipped_items(
178        &mut self,
179    ) -> (
180        impl Iterator<Item = &mut InvSlot>,
181        &mut HashMap<ItemDefinitionIdOwned, (Time, u8)>,
182    ) {
183        let (slots_mut, recently_unequipped) = self
184            .loadout
185            .inv_slots_mut_with_mutable_recently_unequipped_items();
186        (self.slots.iter_mut().chain(slots_mut), recently_unequipped)
187    }
188
189    /// An iterator of all inventory slots and their position
190    pub fn slots_with_id(&self) -> impl Iterator<Item = (InvSlotId, &InvSlot)> {
191        self.slots
192            .iter()
193            .enumerate()
194            .map(|(i, slot)| ((InvSlotId::new(0, u16::try_from(i).unwrap())), slot))
195            .chain(
196                self.loadout
197                    .inv_slots_with_id()
198                    .map(|(loadout_slot_id, inv_slot)| (loadout_slot_id.into(), inv_slot)),
199            )
200    }
201
202    /// If custom_order is empty, it will always return Ordering::Equal
203    pub fn order_by_custom(custom_order: &[CustomOrder], a: &Item, b: &Item) -> Ordering {
204        let mut order = custom_order.iter();
205        let a_quality = a.quality();
206        let b_quality = b.quality();
207        let a_kind = a.kind().get_itemkind_string();
208        let b_kind = b.kind().get_itemkind_string();
209        let mut cmp = Ordering::Equal;
210        while cmp == Ordering::Equal {
211            match order.next() {
212                Some(CustomOrder::KindFull) => cmp = Ord::cmp(&a_kind, &b_kind),
213                Some(CustomOrder::KindPartial) => {
214                    cmp = Ord::cmp(
215                        &a_kind.split_once(':').unwrap().0,
216                        &b_kind.split_once(':').unwrap().0,
217                    )
218                },
219                Some(CustomOrder::Quality) => cmp = Ord::cmp(&b_quality, &a_quality),
220                #[expect(deprecated)]
221                Some(CustomOrder::Name) => cmp = Ord::cmp(&a.name(), &b.name()),
222                Some(CustomOrder::Tag) => {
223                    cmp = Ord::cmp(
224                        &a.tags().first().map_or("", |tag| tag.name()),
225                        &b.tags().first().map_or("", |tag| tag.name()),
226                    )
227                },
228                _ => break,
229            }
230        }
231        cmp
232    }
233
234    /// Sorts the inventory using the next sort order
235    pub fn sort(&mut self) {
236        let sort_order = self.next_sort_order;
237        let mut items: Vec<Item> = self.slots_mut().filter_map(mem::take).collect();
238
239        items.sort_by(|a, b| match sort_order {
240            #[expect(deprecated)]
241            InventorySortOrder::Name => Ord::cmp(&a.name(), &b.name()),
242            // Quality is sorted in reverse since we want high quality items first
243            InventorySortOrder::Quality => Ord::cmp(&b.quality(), &a.quality()),
244            InventorySortOrder::Category => {
245                let order = [
246                    CustomOrder::KindPartial,
247                    CustomOrder::Quality,
248                    CustomOrder::KindFull,
249                    CustomOrder::Name,
250                ];
251                Self::order_by_custom(&order, a, b)
252            },
253            InventorySortOrder::Tag => Ord::cmp(
254                &a.tags().first().map_or("", |tag| tag.name()),
255                &b.tags().first().map_or("", |tag| tag.name()),
256            ),
257            // Amount is sorted in reverse since we want high amounts items first
258            InventorySortOrder::Amount => Ord::cmp(&b.amount(), &a.amount()),
259        });
260
261        self.push_all(items.into_iter()).expect(
262            "It is impossible for there to be insufficient inventory space when sorting the \
263             inventory",
264        );
265
266        self.next_sort_order = self.next_sort_order.next();
267    }
268
269    /// Returns the sort order that will be used when Inventory::sort() is next
270    /// called
271    pub fn next_sort_order(&self) -> InventorySortOrder { self.next_sort_order }
272
273    /// Adds a new item to the fitting slots of the inventory or starts a
274    /// new group. Returns the item in an error if no space was found.
275    ///
276    /// WARNING: This **may** make inventory modifications if `Err(item)` is
277    /// returned. The second tuple field in the error is the number of items
278    /// that were successfully inserted into the inventory.
279    pub fn push(&mut self, mut item: Item) -> Result<(), (Item, Option<NonZeroU32>)> {
280        // If the item is stackable, we can increase the amount of other equal items up
281        // to max_amount before inserting a new item if there is still a remaining
282        // amount (caused by overflow or no other equal stackable being present in the
283        // inventory).
284        if item.is_stackable() {
285            let total_amount = item.amount();
286
287            let remaining = self
288                .slots_mut()
289                .filter_map(Option::as_mut)
290                .filter(|s| *s == &item)
291                .try_fold(total_amount, |remaining, current| {
292                    debug_assert_eq!(
293                        item.max_amount(),
294                        current.max_amount(),
295                        "max_amount of two equal items must match"
296                    );
297
298                    // NOTE: Invariant that current.amount <= current.max_amount(), so this
299                    // subtraction is safe.
300                    let new_remaining = remaining
301                        .checked_sub(current.max_amount() - current.amount())
302                        .filter(|&remaining| remaining > 0);
303                    if new_remaining.is_some() {
304                        // Not enough capacity left to hold all the remaining items, so we set this
305                        // one to max.
306                        current
307                            .set_amount(current.max_amount())
308                            .expect("max_amount() is always a valid amount");
309                    } else {
310                        // Enough capacity to hold all the remaining items.
311                        current.increase_amount(remaining).expect(
312                            "This item must be able to contain the remaining amount, because \
313                             remaining < current.max_amount() - current.amount()",
314                        );
315                    }
316
317                    new_remaining
318                });
319
320            if let Some(remaining) = remaining {
321                item.set_amount(remaining)
322                    .expect("Remaining is known to be > 0");
323                self.insert(item)
324                    .map_err(|item| (item, NonZeroU32::new(total_amount - remaining)))
325            } else {
326                Ok(())
327            }
328        } else {
329            // The item isn't stackable, insert it directly
330            self.insert(item).map_err(|item| (item, None))
331        }
332    }
333
334    /// Add a series of items to inventory, returning any which do not fit as an
335    /// error.
336    pub fn push_all<I: Iterator<Item = Item>>(&mut self, items: I) -> Result<(), Error> {
337        // Vec doesn't allocate for zero elements so this should be cheap
338        let mut leftovers = Vec::new();
339        for item in items {
340            if let Err((item, _)) = self.push(item) {
341                leftovers.push(item);
342            }
343        }
344        if !leftovers.is_empty() {
345            Err(Error::Full(leftovers))
346        } else {
347            Ok(())
348        }
349    }
350
351    /// Add a series of items to an inventory without giving duplicates.
352    /// (n * m complexity)
353    ///
354    /// Error if inventory cannot contain the items (is full), returning the
355    /// un-added items. This is a lazy inefficient implementation, as it
356    /// iterates over the inventory more times than necessary (n^2) and with
357    /// the proper structure wouldn't need to iterate at all, but because
358    /// this should be fairly cold code, clarity has been favored over
359    /// efficiency.
360    pub fn push_all_unique<I: Iterator<Item = Item>>(&mut self, mut items: I) -> Result<(), Error> {
361        let mut leftovers = Vec::new();
362        for item in &mut items {
363            if self.contains(&item).not() {
364                if let Err((overflow, _)) = self.push(item) {
365                    leftovers.push(overflow);
366                }
367            } // else drop item if it was already in
368        }
369        if !leftovers.is_empty() {
370            Err(Error::Full(leftovers))
371        } else {
372            Ok(())
373        }
374    }
375
376    /// Replaces an item in a specific slot of the inventory. Returns the old
377    /// item or the same item again if that slot was not found.
378    pub fn insert_at(&mut self, inv_slot_id: InvSlotId, item: Item) -> Result<Option<Item>, Item> {
379        match self.slot_mut(inv_slot_id) {
380            Some(slot) => Ok(mem::replace(slot, Some(item))),
381            None => Err(item),
382        }
383    }
384
385    /// Merge the stack of items at src into the stack at dst if the items are
386    /// compatible and stackable, and return whether anything was changed
387    pub fn merge_stack_into(&mut self, src: InvSlotId, dst: InvSlotId) -> bool {
388        let mut amount = None;
389        if let (Some(srcitem), Some(dstitem)) = (self.get(src), self.get(dst)) {
390            // The equality check ensures the items have the same definition, to avoid e.g.
391            // transmuting coins to diamonds, and the stackable check avoids creating a
392            // stack of swords
393            if srcitem == dstitem && srcitem.is_stackable() {
394                amount = Some(srcitem.amount());
395            }
396        }
397        if let Some(amount) = amount {
398            let dstitem = self
399                .get_mut(dst)
400                .expect("self.get(dst) was Some right above this");
401            dstitem
402                .increase_amount(amount)
403                .map(|_| {
404                    // Suceeded in adding the item, so remove it from `src`.
405                    self.remove(src).expect("Already verified that src was populated.");
406                })
407                // Can fail if we exceed `max_amount`
408                .is_ok()
409        } else {
410            false
411        }
412    }
413
414    /// Checks if inserting item exists in given cell. Inserts an item if it
415    /// exists.
416    pub fn insert_or_stack_at(
417        &mut self,
418        inv_slot_id: InvSlotId,
419        item: Item,
420    ) -> Result<Option<Item>, Item> {
421        if item.is_stackable() {
422            match self.slot_mut(inv_slot_id) {
423                Some(Some(slot_item)) => {
424                    Ok(if slot_item == &item {
425                        slot_item
426                            .increase_amount(item.amount())
427                            .err()
428                            .and(Some(item))
429                    } else {
430                        let old_item = mem::replace(slot_item, item);
431                        // No need to recount--we know the count is the same.
432                        Some(old_item)
433                    })
434                },
435                Some(None) => self.insert_at(inv_slot_id, item),
436                None => Err(item),
437            }
438        } else {
439            self.insert_at(inv_slot_id, item)
440        }
441    }
442
443    /// Attempts to equip the item into a compatible, unpopulated loadout slot.
444    /// If no slot is available the item is returned.
445    #[must_use = "Returned item will be lost if not used"]
446    pub fn try_equip(&mut self, item: Item) -> Result<(), Item> { self.loadout.try_equip(item) }
447
448    pub fn populated_slots(&self) -> usize { self.slots().filter_map(|slot| slot.as_ref()).count() }
449
450    pub fn free_slots(&self) -> usize { self.slots().filter(|slot| slot.is_none()).count() }
451
452    /// Check if an item is in this inventory.
453    pub fn contains(&self, item: &Item) -> bool {
454        self.slots().any(|slot| slot.as_ref() == Some(item))
455    }
456
457    /// Return the first slot id containing the item
458    pub fn get_slot_of_item(&self, item: &Item) -> Option<InvSlotId> {
459        self.slots_with_id()
460            .find(|&(_, it)| {
461                if let Some(it) = it {
462                    it.item_definition_id() == item.item_definition_id()
463                } else {
464                    false
465                }
466            })
467            .map(|(slot, _)| slot)
468    }
469
470    pub fn get_slot_of_item_by_def_id(
471        &self,
472        item_def_id: &item::ItemDefinitionIdOwned,
473    ) -> Option<InvSlotId> {
474        self.slots_with_id()
475            .find(|&(_, it)| {
476                if let Some(it) = it {
477                    it.item_definition_id() == *item_def_id
478                } else {
479                    false
480                }
481            })
482            .map(|(slot, _)| slot)
483    }
484
485    /// Get content of a slot
486    pub fn get(&self, inv_slot_id: InvSlotId) -> Option<&Item> {
487        self.slot(inv_slot_id).and_then(Option::as_ref)
488    }
489
490    /// Get content of an overflow slot
491    pub fn get_overflow(&self, overflow: usize) -> Option<&Item> {
492        self.overflow_items.get(overflow)
493    }
494
495    /// Get content of any kind of slot
496    pub fn get_slot(&self, slot: Slot) -> Option<&Item> {
497        match slot {
498            Slot::Inventory(inv_slot) => self.get(inv_slot),
499            Slot::Equip(equip) => self.equipped(equip),
500            Slot::Overflow(overflow) => self.get_overflow(overflow),
501        }
502    }
503
504    /// Get item from inventory
505    pub fn get_by_hash(&self, item_hash: u64) -> Option<&Item> {
506        self.slots().flatten().find(|i| i.item_hash() == item_hash)
507    }
508
509    /// Get slot from hash
510    pub fn get_slot_from_hash(&self, item_hash: u64) -> Option<InvSlotId> {
511        let slot_with_id = self.slots_with_id().find(|slot| match slot.1 {
512            None => false,
513            Some(item) => item.item_hash() == item_hash,
514        });
515        slot_with_id.map(|s| s.0)
516    }
517
518    /// Mutably get content of a slot
519    fn get_mut(&mut self, inv_slot_id: InvSlotId) -> Option<&mut Item> {
520        self.slot_mut(inv_slot_id).and_then(Option::as_mut)
521    }
522
523    /// Returns a reference to the item (if any) equipped in the given EquipSlot
524    pub fn equipped(&self, equip_slot: EquipSlot) -> Option<&Item> {
525        self.loadout.equipped(equip_slot)
526    }
527
528    pub fn loadout_items_with_persistence_key(
529        &self,
530    ) -> impl Iterator<Item = (&str, Option<&Item>)> {
531        self.loadout.items_with_persistence_key()
532    }
533
534    /// Returns the range of inventory slot indexes that a particular equipped
535    /// item provides (used for UI highlighting of inventory slots when hovering
536    /// over a loadout item)
537    pub fn get_slot_range_for_equip_slot(&self, equip_slot: EquipSlot) -> Option<Range<usize>> {
538        // The slot range returned from `Loadout` must be offset by the number of slots
539        // that the inventory itself provides.
540        let offset = self.slots.len();
541        self.loadout
542            .slot_range_for_equip_slot(equip_slot)
543            .map(|loadout_range| (loadout_range.start + offset)..(loadout_range.end + offset))
544    }
545
546    /// Swap the items inside of two slots
547    pub fn swap_slots(&mut self, a: InvSlotId, b: InvSlotId) {
548        if self.slot(a).is_none() || self.slot(b).is_none() {
549            warn!("swap_slots called with non-existent inventory slot(s)");
550            return;
551        }
552
553        let slot_a = mem::take(self.slot_mut(a).unwrap());
554        let slot_b = mem::take(self.slot_mut(b).unwrap());
555        *self.slot_mut(a).unwrap() = slot_b;
556        *self.slot_mut(b).unwrap() = slot_a;
557    }
558
559    /// Moves an item from an overflow slot to an inventory slot
560    pub fn move_overflow_item(&mut self, overflow: usize, inv_slot: InvSlotId) {
561        match self.slot(inv_slot) {
562            Some(Some(_)) => {
563                warn!("Attempted to move from overflow slot to a filled inventory slot");
564                return;
565            },
566            None => {
567                warn!("Attempted to move from overflow slot to a non-existent inventory slot");
568                return;
569            },
570            Some(None) => {},
571        };
572
573        let item = self.overflow_items.remove(overflow);
574        *self.slot_mut(inv_slot).unwrap() = Some(item);
575    }
576
577    /// Remove an item from the slot
578    pub fn remove(&mut self, inv_slot_id: InvSlotId) -> Option<Item> {
579        self.slot_mut(inv_slot_id).and_then(|item| item.take())
580    }
581
582    /// Remove an item from an overflow slot
583    #[must_use = "Returned items will be lost if not used"]
584    pub fn overflow_remove(&mut self, overflow_slot: usize) -> Option<Item> {
585        if overflow_slot < self.overflow_items.len() {
586            Some(self.overflow_items.remove(overflow_slot))
587        } else {
588            None
589        }
590    }
591
592    /// Remove just one item from the slot
593    pub fn take(
594        &mut self,
595        inv_slot_id: InvSlotId,
596        ability_map: &AbilityMap,
597        msm: &MaterialStatManifest,
598    ) -> Option<Item> {
599        if let Some(Some(item)) = self.slot_mut(inv_slot_id) {
600            let mut return_item = item.duplicate(ability_map, msm);
601
602            if item.is_stackable() && item.amount() > 1 {
603                item.decrease_amount(1).ok()?;
604                return_item
605                    .set_amount(1)
606                    .expect("Items duplicated from a stackable item must be stackable.");
607                Some(return_item)
608            } else {
609                self.remove(inv_slot_id)
610            }
611        } else {
612            None
613        }
614    }
615
616    /// Takes an amount of items from a slot. If the amount to take is larger
617    /// than the item amount, the item amount will be returned instead.
618    pub fn take_amount(
619        &mut self,
620        inv_slot_id: InvSlotId,
621        amount: NonZeroU32,
622        ability_map: &AbilityMap,
623        msm: &MaterialStatManifest,
624    ) -> Option<Item> {
625        if let Some(Some(item)) = self.slot_mut(inv_slot_id) {
626            if item.is_stackable() && item.amount() > amount.get() {
627                let mut return_item = item.duplicate(ability_map, msm);
628                let return_amount = amount.get();
629                // Will never overflow since we know item.amount() > amount.get()
630                let new_amount = item.amount() - return_amount;
631
632                return_item
633                    .set_amount(return_amount)
634                    .expect("We know that 0 < return_amount < item.amount()");
635                item.set_amount(new_amount)
636                    .expect("new_amount must be > 0 since return item is < item.amount");
637
638                Some(return_item)
639            } else {
640                // If return_amount == item.amount or the item's amount is one, we
641                // can just pop it from the inventory
642                self.remove(inv_slot_id)
643            }
644        } else {
645            None
646        }
647    }
648
649    /// Takes half of the items from a slot in the inventory
650    #[must_use = "Returned items will be lost if not used"]
651    pub fn take_half(
652        &mut self,
653        inv_slot_id: InvSlotId,
654        ability_map: &AbilityMap,
655        msm: &MaterialStatManifest,
656    ) -> Option<Item> {
657        if let Some(Some(item)) = self.slot_mut(inv_slot_id) {
658            item.take_half(ability_map, msm)
659                .or_else(|| self.remove(inv_slot_id))
660        } else {
661            None
662        }
663    }
664
665    /// Takes half of the items from an overflow slot
666    #[must_use = "Returned items will be lost if not used"]
667    pub fn overflow_take_half(
668        &mut self,
669        overflow_slot: usize,
670        ability_map: &AbilityMap,
671        msm: &MaterialStatManifest,
672    ) -> Option<Item> {
673        if let Some(item) = self.overflow_items.get_mut(overflow_slot) {
674            item.take_half(ability_map, msm)
675                .or_else(|| self.overflow_remove(overflow_slot))
676        } else {
677            None
678        }
679    }
680
681    /// Takes all items from the inventory
682    pub fn drain(&mut self) -> impl Iterator<Item = Item> + '_ {
683        self.slots_mut()
684            .filter(|x| x.is_some())
685            .filter_map(mem::take)
686    }
687
688    /// Determine how many of a particular item there is in the inventory.
689    pub fn item_count(&self, item_def: &ItemDef) -> u64 {
690        self.slots()
691            .flatten()
692            .filter(|it| it.is_same_item_def(item_def))
693            .map(|it| u64::from(it.amount()))
694            .sum()
695    }
696
697    /// Determine whether the inventory has space to contain the given item, of
698    /// the given amount.
699    pub fn has_space_for(&self, item_def: &ItemDef, amount: u32) -> bool {
700        let free_spaces = self
701            .slots()
702            .map(|i| {
703                if let Some(item) = i {
704                    if item.is_same_item_def(item_def) {
705                        0
706                    } else {
707                        // Invariant amount <= max_amount *should* take care of this, but let's be
708                        // safe
709                        item.max_amount().saturating_sub(item.amount()) as u64
710                    }
711                } else {
712                    // A free slot can hold all of the items!
713                    // TODO: This should be capped according to the `max_amount` of the item def,
714                    // but item defs don't currently present this information.
715                    amount as u64
716                }
717            })
718            .sum::<u64>();
719        free_spaces >= amount as u64
720    }
721
722    /// Remove the given amount of the given item from the inventory.
723    ///
724    /// The returned items will have arbitrary amounts, but their sum will be <=
725    /// amount.
726    ///
727    /// If the inventory does not contain sufficient items, `None` will be
728    /// returned.
729    pub fn remove_item_amount(
730        &mut self,
731        item_def: &ItemDef,
732        amount: u32,
733        ability_map: &AbilityMap,
734        msm: &MaterialStatManifest,
735    ) -> Option<Vec<Item>> {
736        let mut amount = amount as u64;
737        if self.item_count(item_def) >= amount {
738            let mut removed_items = Vec::new();
739            for slot in self.slots_mut() {
740                if amount == 0 {
741                    // We've collected enough
742                    return Some(removed_items);
743                } else if let Some(item) = slot
744                    && item.is_same_item_def(item_def)
745                {
746                    if amount < item.amount() as u64 {
747                        // Remove just the amount we need to finish off
748                        // Note: Unwrap is fine, we've already checked that amount > 0
749                        // Note: Cast is fine, we know the requested amount is valid because it's
750                        // less than the existing amount
751                        removed_items
752                            .push(item.take_amount(ability_map, msm, amount as u32).unwrap());
753                        return Some(removed_items);
754                    } else {
755                        // Take the whole item and keep going
756                        amount -= item.amount() as u64;
757                        removed_items.push(slot.take().unwrap());
758                    }
759                }
760            }
761            Some(removed_items)
762        } else {
763            None
764        }
765    }
766
767    /// Adds a new item to the first empty slot of the inventory. Returns the
768    /// item again in an Err if no free slot was found, otherwise returns a
769    /// reference to the item.
770    fn insert(&mut self, item: Item) -> Result<(), Item> {
771        match self.slots_mut().find(|slot| slot.is_none()) {
772            Some(slot) => {
773                *slot = Some(item);
774                Ok(())
775            },
776            None => Err(item),
777        }
778    }
779
780    pub fn slot(&self, inv_slot_id: InvSlotId) -> Option<&InvSlot> {
781        match SlotId::from(inv_slot_id) {
782            SlotId::Inventory(slot_idx) => self.slots.get(slot_idx),
783            SlotId::Loadout(loadout_slot_id) => self.loadout.inv_slot(loadout_slot_id),
784        }
785    }
786
787    pub fn slot_mut(&mut self, inv_slot_id: InvSlotId) -> Option<&mut InvSlot> {
788        match SlotId::from(inv_slot_id) {
789            SlotId::Inventory(slot_idx) => self.slots.get_mut(slot_idx),
790            SlotId::Loadout(loadout_slot_id) => self.loadout.inv_slot_mut(loadout_slot_id),
791        }
792    }
793
794    /// Returns the number of free slots in the inventory ignoring any slots
795    /// granted by the item (if any) equipped in the provided EquipSlot.
796    pub fn free_slots_minus_equipped_item(&self, equip_slot: EquipSlot) -> usize {
797        if let Some(mut equip_slot_idx) = self.loadout.loadout_idx_for_equip_slot(equip_slot) {
798            // Offset due to index 0 representing built-in inventory slots
799            equip_slot_idx += 1;
800
801            self.slots_with_id()
802                .filter(|(inv_slot_id, slot)| {
803                    inv_slot_id.loadout_idx() != equip_slot_idx && slot.is_none()
804                })
805                .count()
806        } else {
807            // TODO: return Option<usize> and evaluate to None here
808            warn!(
809                "Attempted to fetch loadout index for non-existent EquipSlot: {:?}",
810                equip_slot
811            );
812            0
813        }
814    }
815
816    pub fn equipped_items(&self) -> impl Iterator<Item = &Item> { self.loadout.items() }
817
818    pub fn equipped_items_with_slot(&self) -> impl Iterator<Item = (EquipSlot, &Item)> {
819        self.loadout.items_with_slot()
820    }
821
822    /// Replaces the loadout item (if any) in the given EquipSlot with the
823    /// provided item, returning the item that was previously in the slot.
824    pub fn replace_loadout_item(
825        &mut self,
826        equip_slot: EquipSlot,
827        replacement_item: Option<Item>,
828        time: Time,
829    ) -> Option<Item> {
830        self.loadout.swap(equip_slot, replacement_item, time)
831    }
832
833    /// Equip an item from a slot in inventory. The currently equipped item will
834    /// go into inventory. If the item is going to mainhand, put mainhand in
835    /// offhand and place offhand into inventory.
836    #[must_use = "Returned items will be lost if not used"]
837    pub fn equip(&mut self, inv_slot: InvSlotId, time: Time) -> Vec<Item> {
838        self.get(inv_slot)
839            .and_then(|item| self.loadout.get_slot_to_equip_into(&item.kind()))
840            .map(|equip_slot| self.swap_inventory_loadout(inv_slot, equip_slot, time))
841            .unwrap_or_default()
842    }
843
844    /// Determines how many free inventory slots will be left after equipping an
845    /// item (because it could be swapped with an already equipped item that
846    /// provides more inventory slots than the item being equipped)
847    pub fn free_after_equip(&self, inv_slot: InvSlotId) -> i32 {
848        let (inv_slot_for_equipped, slots_from_equipped) = self
849            .get(inv_slot)
850            .and_then(|item| self.loadout.get_slot_to_equip_into(&item.kind()))
851            .and_then(|equip_slot| self.equipped(equip_slot))
852            .map_or((1, 0), |item| (0, item.slots().len()));
853
854        let slots_from_inv = self
855            .get(inv_slot)
856            .map(|item| item.slots().len())
857            .unwrap_or(0);
858
859        i32::try_from(self.capacity()).expect("Inventory with more than i32::MAX slots")
860            - i32::try_from(slots_from_equipped)
861                .expect("Equipped item with more than i32::MAX slots")
862            + i32::try_from(slots_from_inv).expect("Inventory item with more than i32::MAX slots")
863            - i32::try_from(self.populated_slots())
864                .expect("Inventory item with more than i32::MAX used slots")
865            + inv_slot_for_equipped // If there is no item already in the equip slot we gain 1 slot
866    }
867
868    /// Handles picking up an item, unloading any items inside the item being
869    /// picked up and pushing them to the inventory to ensure that items
870    /// containing items aren't inserted into the inventory as this is not
871    /// currently supported.
872    ///
873    /// WARNING: The `Err(_)` variant may still cause inventory modifications,
874    /// note on [`Inventory::push`]
875    pub fn pickup_item(&mut self, mut item: Item) -> Result<(), (Item, Option<NonZeroU32>)> {
876        if item.is_stackable() {
877            return self.push(item);
878        }
879
880        if self.free_slots() < item.populated_slots() + 1 {
881            return Err((item, None));
882        }
883
884        // Unload any items contained within the item, and push those items and the item
885        // itself into the inventory. We already know that there are enough free slots
886        // so push will never give us an item back.
887        item.drain().for_each(|item| {
888            self.push(item).unwrap();
889        });
890        self.push(item)
891    }
892
893    /// Unequip an item from slot and place into inventory. Will leave the item
894    /// equipped if inventory has no slots available.
895    #[must_use = "Returned items will be lost if not used"]
896    #[expect(clippy::needless_collect)] // This is a false positive, the collect is needed
897    pub fn unequip(
898        &mut self,
899        equip_slot: EquipSlot,
900        time: Time,
901    ) -> Result<Option<Vec<Item>>, SlotError> {
902        // Ensure there is enough space in the inventory to place the unequipped item
903        if self.free_slots_minus_equipped_item(equip_slot) == 0 {
904            return Err(SlotError::InventoryFull);
905        }
906
907        Ok(self
908            .loadout
909            .swap(equip_slot, None, time)
910            .and_then(|mut unequipped_item| {
911                let unloaded_items: Vec<Item> = unequipped_item.drain().collect();
912                self.push(unequipped_item)
913                    .expect("Failed to push item to inventory, precondition failed?");
914
915                // Unload any items that were inside the equipped item into the inventory, with
916                // any that don't fit to be to be dropped on the floor by the caller
917                match self.push_all(unloaded_items.into_iter()) {
918                    Err(Error::Full(leftovers)) => Some(leftovers),
919                    Ok(()) => None,
920                }
921            }))
922    }
923
924    /// Determines how many free inventory slots will be left after unequipping
925    /// an item
926    pub fn free_after_unequip(&self, equip_slot: EquipSlot) -> i32 {
927        let (inv_slot_for_unequipped, slots_from_equipped) = self
928            .equipped(equip_slot)
929            .map_or((0, 0), |item| (1, item.slots().len()));
930
931        i32::try_from(self.capacity()).expect("Inventory with more than i32::MAX slots")
932            - i32::try_from(slots_from_equipped)
933                .expect("Equipped item with more than i32::MAX slots")
934            - i32::try_from(self.populated_slots())
935                .expect("Inventory item with more than i32::MAX used slots")
936            - inv_slot_for_unequipped // If there is an item being unequipped we lose 1 slot
937    }
938
939    /// Swaps items from two slots, regardless of if either is inventory or
940    /// loadout.
941    #[must_use = "Returned items will be lost if not used"]
942    pub fn swap(&mut self, slot_a: Slot, slot_b: Slot, time: Time) -> Vec<Item> {
943        match (slot_a, slot_b) {
944            (Slot::Inventory(slot_a), Slot::Inventory(slot_b)) => {
945                self.swap_slots(slot_a, slot_b);
946                Vec::new()
947            },
948            (Slot::Inventory(inv_slot), Slot::Equip(equip_slot))
949            | (Slot::Equip(equip_slot), Slot::Inventory(inv_slot)) => {
950                self.swap_inventory_loadout(inv_slot, equip_slot, time)
951            },
952            (Slot::Equip(slot_a), Slot::Equip(slot_b)) => {
953                self.loadout.swap_slots(slot_a, slot_b, time);
954                Vec::new()
955            },
956            (Slot::Overflow(overflow_slot), Slot::Inventory(inv_slot))
957            | (Slot::Inventory(inv_slot), Slot::Overflow(overflow_slot)) => {
958                self.move_overflow_item(overflow_slot, inv_slot);
959                Vec::new()
960            },
961            // Items from overflow slots cannot be equipped until moved into a real inventory slot
962            (Slot::Overflow(_), Slot::Equip(_)) | (Slot::Equip(_), Slot::Overflow(_)) => Vec::new(),
963            // Items cannot be moved between overflow slots
964            (Slot::Overflow(_), Slot::Overflow(_)) => Vec::new(),
965        }
966    }
967
968    /// Determines how many free inventory slots will be left after swapping two
969    /// item slots
970    pub fn free_after_swap(&self, equip_slot: EquipSlot, inv_slot: InvSlotId) -> i32 {
971        let (inv_slot_for_equipped, slots_from_equipped) = self
972            .equipped(equip_slot)
973            .map_or((0, 0), |item| (1, item.slots().len()));
974        let (inv_slot_for_inv_item, slots_from_inv_item) = self
975            .get(inv_slot)
976            .map_or((0, 0), |item| (1, item.slots().len()));
977
978        // Return the number of inventory slots that will be free once this slot swap is
979        // performed
980        i32::try_from(self.capacity())
981            .expect("inventory with more than i32::MAX slots")
982            - i32::try_from(slots_from_equipped)
983            .expect("equipped item with more than i32::MAX slots")
984            + i32::try_from(slots_from_inv_item)
985            .expect("inventory item with more than i32::MAX slots")
986            - i32::try_from(self.populated_slots())
987            .expect("inventory with more than i32::MAX used slots")
988            - inv_slot_for_equipped // +1 inventory slot required if an item was unequipped
989            + inv_slot_for_inv_item // -1 inventory slot required if an item was equipped
990    }
991
992    /// Swap item in an inventory slot with one in a loadout slot.
993    #[must_use = "Returned items will be lost if not used"]
994    pub fn swap_inventory_loadout(
995        &mut self,
996        inv_slot_id: InvSlotId,
997        equip_slot: EquipSlot,
998        time: Time,
999    ) -> Vec<Item> {
1000        if !self.can_swap(inv_slot_id, equip_slot) {
1001            return Vec::new();
1002        }
1003
1004        // Take the item from the inventory
1005        let from_inv = self.remove(inv_slot_id);
1006
1007        // Swap the equipped item for the item from the inventory
1008        let from_equip = self.loadout.swap(equip_slot, from_inv, time);
1009
1010        let unloaded_items = from_equip
1011            .map(|mut from_equip| {
1012                // Unload any items held inside the previously equipped item
1013                let mut items: Vec<Item> = from_equip.drain().collect();
1014
1015                // Attempt to put the unequipped item in the same slot that the inventory item
1016                // was in - if that slot no longer exists (because a large container was
1017                // swapped for a smaller one) then we will attempt to push it to the inventory
1018                // with the rest of the unloaded items.
1019                if let Err(returned) = self.insert_at(inv_slot_id, from_equip) {
1020                    items.insert(0, returned);
1021                }
1022
1023                items
1024            })
1025            .unwrap_or_default();
1026
1027        // If 2 1h weapons are equipped, and mainhand weapon removed, move offhand into
1028        // mainhand
1029        match equip_slot {
1030            EquipSlot::ActiveMainhand => {
1031                if self.loadout.equipped(EquipSlot::ActiveMainhand).is_none()
1032                    && self.loadout.equipped(EquipSlot::ActiveOffhand).is_some()
1033                {
1034                    let offhand = self.loadout.swap(EquipSlot::ActiveOffhand, None, time);
1035                    assert!(
1036                        self.loadout
1037                            .swap(EquipSlot::ActiveMainhand, offhand, time)
1038                            .is_none()
1039                    );
1040                }
1041            },
1042            EquipSlot::InactiveMainhand => {
1043                if self.loadout.equipped(EquipSlot::InactiveMainhand).is_none()
1044                    && self.loadout.equipped(EquipSlot::InactiveOffhand).is_some()
1045                {
1046                    let offhand = self.loadout.swap(EquipSlot::InactiveOffhand, None, time);
1047                    assert!(
1048                        self.loadout
1049                            .swap(EquipSlot::InactiveMainhand, offhand, time)
1050                            .is_none()
1051                    );
1052                }
1053            },
1054            _ => {},
1055        }
1056
1057        // Attempt to put any items unloaded from the unequipped item into empty
1058        // inventory slots and return any that don't fit to the caller where they
1059        // will be dropped on the ground
1060        match self.push_all(unloaded_items.into_iter()) {
1061            Err(Error::Full(leftovers)) => leftovers,
1062            Ok(()) => Vec::new(),
1063        }
1064    }
1065
1066    /// Determines if an inventory and loadout slot can be swapped, taking into
1067    /// account whether there will be free space in the inventory for the
1068    /// loadout item once any slots that were provided by it have been
1069    /// removed.
1070    pub fn can_swap(&self, inv_slot_id: InvSlotId, equip_slot: EquipSlot) -> bool {
1071        // Check if loadout slot can hold item
1072        if !self
1073            .get(inv_slot_id)
1074            .is_none_or(|item| self.loadout.slot_can_hold(equip_slot, Some(&*item.kind())))
1075        {
1076            trace!("can_swap = false, equip slot can't hold item");
1077            return false;
1078        }
1079
1080        if self.slot(inv_slot_id).is_none() {
1081            debug!(
1082                "can_swap = false, tried to swap into non-existent inventory slot: {:?}",
1083                inv_slot_id
1084            );
1085            return false;
1086        }
1087
1088        true
1089    }
1090
1091    pub fn equipped_items_replaceable_by<'a>(
1092        &'a self,
1093        item_kind: &'a ItemKind,
1094    ) -> impl Iterator<Item = &'a Item> {
1095        self.loadout.equipped_items_replaceable_by(item_kind)
1096    }
1097
1098    pub fn swap_equipped_weapons(&mut self, time: Time) { self.loadout.swap_equipped_weapons(time) }
1099
1100    /// Update internal computed state of all top level items in this loadout.
1101    /// Used only when loading in persistence code.
1102    pub fn persistence_update_all_item_states(
1103        &mut self,
1104        ability_map: &AbilityMap,
1105        msm: &MaterialStatManifest,
1106    ) {
1107        self.slots_mut().for_each(|slot| {
1108            if let Some(item) = slot {
1109                item.update_item_state(ability_map, msm);
1110            }
1111        });
1112        self.overflow_items
1113            .iter_mut()
1114            .for_each(|item| item.update_item_state(ability_map, msm));
1115    }
1116
1117    /// Increments durability lost for all valid items equipped in loadout and
1118    /// recently unequipped from loadout by 1
1119    pub fn damage_items(
1120        &mut self,
1121        ability_map: &item::tool::AbilityMap,
1122        msm: &item::MaterialStatManifest,
1123        time: Time,
1124    ) {
1125        self.loadout.damage_items(ability_map, msm);
1126        self.loadout.cull_recently_unequipped_items(time);
1127
1128        let (slots_mut, recently_unequipped_items) =
1129            self.slots_mut_with_mutable_recently_unequipped_items();
1130        slots_mut.filter_map(|slot| slot.as_mut()).for_each(|item| {
1131            if item
1132                .durability_lost()
1133                .is_some_and(|dur| dur < Item::MAX_DURABILITY)
1134                && let Some((_unequip_time, count)) =
1135                    recently_unequipped_items.get_mut(&item.item_definition_id())
1136                && *count > 0
1137            {
1138                *count -= 1;
1139                item.increment_damage(ability_map, msm);
1140            }
1141        });
1142    }
1143
1144    /// Resets durability of item in specified slot
1145    pub fn repair_item_at_slot(
1146        &mut self,
1147        slot: Slot,
1148        ability_map: &item::tool::AbilityMap,
1149        msm: &item::MaterialStatManifest,
1150    ) {
1151        match slot {
1152            Slot::Inventory(invslot) => {
1153                if let Some(Some(item)) = self.slot_mut(invslot) {
1154                    item.reset_durability(ability_map, msm);
1155                }
1156            },
1157            Slot::Equip(equip_slot) => {
1158                self.loadout
1159                    .repair_item_at_slot(equip_slot, ability_map, msm);
1160            },
1161            // Items in overflow slots cannot be repaired until they are moved to a real slot
1162            Slot::Overflow(_) => {},
1163        }
1164    }
1165
1166    /// When loading a character from the persistence system, pushes any items
1167    /// to overflow_items that were not able to be loaded into or pushed to the
1168    /// inventory
1169    pub fn persistence_push_overflow_items<I: Iterator<Item = Item>>(&mut self, overflow_items: I) {
1170        self.overflow_items.extend(overflow_items);
1171    }
1172
1173    pub fn recipes_iter(&self) -> impl ExactSizeIterator<Item = &String> { self.recipe_book.iter() }
1174
1175    pub fn recipe_groups_iter(&self) -> impl ExactSizeIterator<Item = &Item> {
1176        self.recipe_book.iter_groups()
1177    }
1178
1179    pub fn available_recipes_iter<'a>(
1180        &'a self,
1181        rbm: &'a RecipeBookManifest,
1182    ) -> impl Iterator<Item = (&'a String, &'a Recipe)> + 'a {
1183        self.recipe_book.get_available_iter(rbm)
1184    }
1185
1186    pub fn recipe_book_len(&self) -> usize { self.recipe_book.len() }
1187
1188    pub fn get_recipe<'a>(
1189        &'a self,
1190        recipe_key: &str,
1191        rbm: &'a RecipeBookManifest,
1192    ) -> Option<&'a Recipe> {
1193        self.recipe_book.get(recipe_key, rbm)
1194    }
1195
1196    pub fn push_recipe_group(&mut self, recipe_group: Item) -> Result<(), Item> {
1197        self.recipe_book.push_group(recipe_group)
1198    }
1199
1200    /// Returns whether the specified recipe can be crafted and the sprite, if
1201    /// any, that is required to do so.
1202    pub fn can_craft_recipe(
1203        &self,
1204        recipe_key: &str,
1205        amount: u32,
1206        rbm: &RecipeBookManifest,
1207    ) -> (bool, Option<SpriteKind>) {
1208        if let Some(recipe) = self.recipe_book.get(recipe_key, rbm) {
1209            (
1210                recipe.inventory_contains_ingredients(self, amount).is_ok(),
1211                recipe.craft_sprite,
1212            )
1213        } else {
1214            (false, None)
1215        }
1216    }
1217
1218    pub fn recipe_is_known(&self, recipe_key: &str) -> bool {
1219        self.recipe_book.is_known(recipe_key)
1220    }
1221
1222    pub fn reset_recipes(&mut self) { self.recipe_book.reset(); }
1223
1224    pub fn persistence_recipes_iter_with_index(&self) -> impl Iterator<Item = (usize, &Item)> {
1225        self.recipe_book.persistence_recipes_iter_with_index()
1226    }
1227}
1228
1229impl Component for Inventory {
1230    type Storage = DerefFlaggedStorage<Self, specs::VecStorage<Self>>;
1231}
1232
1233#[derive(Copy, Clone, Debug, Serialize, Deserialize)]
1234pub enum CollectFailedReason {
1235    InventoryFull,
1236    LootOwned {
1237        owner: LootOwnerKind,
1238        expiry_secs: u64,
1239    },
1240}
1241
1242#[derive(Clone, Debug, Serialize, Deserialize)]
1243pub enum InventoryUpdateEvent {
1244    Init,
1245    Used,
1246    Consumed(ItemKey),
1247    Gave,
1248    Given,
1249    Swapped,
1250    Dropped,
1251    Collected(FrontendItem),
1252    BlockCollectFailed {
1253        pos: Vec3<i32>,
1254        reason: CollectFailedReason,
1255    },
1256    EntityCollectFailed {
1257        entity: Uid,
1258        reason: CollectFailedReason,
1259    },
1260    Possession,
1261    Debug,
1262    Craft,
1263}
1264
1265impl Default for InventoryUpdateEvent {
1266    fn default() -> Self { Self::Init }
1267}
1268
1269#[derive(Clone, Debug, Default, Serialize, Deserialize)]
1270pub struct InventoryUpdate {
1271    events: Vec<InventoryUpdateEvent>,
1272}
1273
1274impl InventoryUpdate {
1275    pub fn new(event: InventoryUpdateEvent) -> Self {
1276        Self {
1277            events: vec![event],
1278        }
1279    }
1280
1281    pub fn push(&mut self, event: InventoryUpdateEvent) { self.events.push(event); }
1282
1283    pub fn take_events(&mut self) -> Vec<InventoryUpdateEvent> { std::mem::take(&mut self.events) }
1284}
1285
1286impl Component for InventoryUpdate {
1287    // TODO: This could probabably be `DenseVecStorage` (except we call clear on
1288    // this and that essentially leaks for `DenseVecStorage` atm afaict).
1289    type Storage = specs::VecStorage<Self>;
1290}