veloren_server/events/inventory_manip.rs
1use hashbrown::HashSet;
2use rand::seq::IteratorRandom;
3use specs::{
4 DispatcherBuilder, Entities, Entity as EcsEntity, Read, ReadExpect, ReadStorage, SystemData,
5 Write, WriteStorage, join::Join, shred,
6};
7use tracing::{debug, error, warn};
8use vek::{Rgb, Vec3};
9
10use common::{
11 comp::{
12 self, InventoryUpdate, LootOwner, PickupItem,
13 group::members,
14 item::{self, MaterialStatManifest, flatten_counted_items, tool::AbilityMap},
15 loot_owner::LootOwnerKind,
16 slot::{self, Slot},
17 },
18 consts::MAX_PICKUP_RANGE,
19 event::{
20 BuffEvent, ChangeBodyEvent, CreateItemDropEvent, CreateObjectEvent, DeleteEvent, EmitExt,
21 HealthChangeEvent, InventoryManipEvent, PoiseChangeEvent, TamePetEvent,
22 },
23 event_emitters,
24 mounting::VolumePos,
25 outcome::Outcome,
26 recipe::{self, RecipeBookManifest, default_component_recipe_book, default_repair_recipe_book},
27 resources::{ProgramTime, Time},
28 terrain::{Block, SpriteKind, sprite},
29 trade::Trades,
30 uid::{IdMaps, Uid},
31 util::find_dist::{self, FindDist},
32 vol::ReadVol,
33};
34use comp::LightEmitter;
35
36use crate::client::Client;
37use common::comp::{Alignment, CollectFailedReason, Group, InventoryUpdateEvent, pet::is_tameable};
38use common_net::msg::ServerGeneral;
39
40use super::{ServerEvent, entity_manipulation::emit_effect_events, event_dispatch};
41
42pub(super) fn register_event_systems(builder: &mut DispatcherBuilder) {
43 event_dispatch::<InventoryManipEvent>(builder, &[]);
44}
45
46pub fn swap_lantern(
47 storage: &mut WriteStorage<LightEmitter>,
48 entity: EcsEntity,
49 (lantern_color, lantern_strength): (Rgb<f32>, f32),
50) {
51 if let Some(mut light) = storage.get_mut(entity) {
52 light.strength = lantern_strength;
53 light.col = lantern_color;
54 }
55}
56
57pub fn snuff_lantern(storage: &mut WriteStorage<LightEmitter>, entity: EcsEntity) {
58 storage.remove(entity);
59}
60
61event_emitters! {
62 struct Events[Emitters] {
63 tame_pet: TamePetEvent,
64 delete: DeleteEvent,
65 create_item_drop: CreateItemDropEvent,
66 create_object: CreateObjectEvent,
67 health_change: HealthChangeEvent,
68 poise_change: PoiseChangeEvent,
69 buff: BuffEvent,
70 change_body: ChangeBodyEvent,
71 outcome: Outcome,
72 }
73}
74#[derive(SystemData)]
75pub struct InventoryManipData<'a> {
76 entities: Entities<'a>,
77 events: Events<'a>,
78 block_change: Write<'a, common_state::BlockChange>,
79 trades: Write<'a, Trades>,
80 #[cfg(feature = "worldgen")]
81 rtsim: specs::WriteExpect<'a, crate::rtsim::RtSim>,
82 terrain: ReadExpect<'a, common::terrain::TerrainGrid>,
83 id_maps: Read<'a, IdMaps>,
84 time: Read<'a, Time>,
85 #[cfg(feature = "worldgen")]
86 world: ReadExpect<'a, std::sync::Arc<world::World>>,
87 #[cfg(feature = "worldgen")]
88 index: ReadExpect<'a, world::IndexOwned>,
89 program_time: ReadExpect<'a, ProgramTime>,
90 ability_map: ReadExpect<'a, AbilityMap>,
91 msm: ReadExpect<'a, MaterialStatManifest>,
92 rbm: ReadExpect<'a, RecipeBookManifest>,
93 inventories: WriteStorage<'a, comp::Inventory>,
94 items: WriteStorage<'a, comp::PickupItem>,
95 inventory_updates: WriteStorage<'a, comp::InventoryUpdate>,
96 light_emitters: WriteStorage<'a, comp::LightEmitter>,
97 positions: ReadStorage<'a, comp::Pos>,
98 scales: ReadStorage<'a, comp::Scale>,
99 colliders: ReadStorage<'a, comp::Collider>,
100 character_states: ReadStorage<'a, comp::CharacterState>,
101 healths: ReadStorage<'a, comp::Health>,
102 uids: ReadStorage<'a, Uid>,
103 loot_owners: ReadStorage<'a, comp::LootOwner>,
104 alignments: ReadStorage<'a, comp::Alignment>,
105 bodies: ReadStorage<'a, comp::Body>,
106 players: ReadStorage<'a, comp::Player>,
107 groups: ReadStorage<'a, comp::Group>,
108 stats: ReadStorage<'a, comp::Stats>,
109 clients: ReadStorage<'a, Client>,
110 orientations: ReadStorage<'a, comp::Ori>,
111 agents: ReadStorage<'a, comp::Agent>,
112 pets: ReadStorage<'a, comp::Pet>,
113 masses: ReadStorage<'a, comp::Mass>,
114 #[cfg(feature = "worldgen")]
115 presences: ReadStorage<'a, comp::Presence>,
116 #[cfg(feature = "worldgen")]
117 rtsim_entities: ReadStorage<'a, common::rtsim::RtSimEntity>,
118}
119
120impl ServerEvent for InventoryManipEvent {
121 type SystemData<'a> = InventoryManipData<'a>;
122
123 fn handle(events: impl ExactSizeIterator<Item = Self>, mut data: Self::SystemData<'_>) {
124 let mut emitters = data.events.get_emitters();
125 let get_cylinder = |entity| {
126 data.positions.get(entity).map(|p| {
127 find_dist::Cylinder::from_components(
128 p.0,
129 data.scales.get(entity).copied(),
130 data.colliders.get(entity),
131 data.character_states.get(entity),
132 )
133 })
134 };
135 let mut rng = rand::thread_rng();
136
137 let mut dropped_items = Vec::new();
138
139 for InventoryManipEvent(entity, manip) in events {
140 let uid = if let Some(uid) = data.uids.get(entity) {
141 uid
142 } else {
143 warn!(
144 "Couldn't get uid for entity {:?} at start of handle_inventory",
145 entity
146 );
147 continue;
148 };
149 if data.trades.in_immutable_trade(uid) {
150 // manipulating the inventory can mutate the trade
151 continue;
152 }
153
154 if comp::is_downed_or_dead(data.healths.get(entity), data.character_states.get(entity))
155 {
156 // Can't manipulate the inventory while downed or dead.
157 continue;
158 }
159
160 let mut inventory = if let Some(inventory) = data.inventories.get_mut(entity) {
161 inventory
162 } else {
163 error!(
164 ?entity,
165 "Can't manipulate inventory, entity doesn't have one"
166 );
167 continue;
168 };
169 match manip {
170 comp::InventoryManip::Pickup(pickup_uid) => {
171 let item_entity = if let Some(item_entity) = data.id_maps.uid_entity(pickup_uid)
172 {
173 item_entity
174 } else {
175 // Item entity could not be found - most likely because the entity
176 // attempted to pick up the same item very quickly before its deletion
177 // of the world from the first pickup
178 // attempt was processed.
179 debug!("Failed to get entity for item Uid: {}", pickup_uid);
180 continue;
181 };
182 let entity_cylinder = get_cylinder(entity);
183
184 // FIXME: Raycast so we can't pick up items through walls.
185 if !within_pickup_range(entity_cylinder, || get_cylinder(item_entity)) {
186 debug!(
187 ?entity_cylinder,
188 "Failed to pick up item as not within range, Uid: {}", pickup_uid
189 );
190 continue;
191 }
192
193 // If there's a loot owner for the item being picked up, then
194 // determine whether the pickup should be rejected.
195 let ownership_check_passed =
196 data.loot_owners.get(item_entity).is_none_or(|loot_owner| {
197 let can_pickup = loot_owner.can_pickup(
198 *uid,
199 data.groups.get(entity),
200 data.alignments.get(entity),
201 data.stats
202 .get(entity)
203 .map(|stats| &stats.original_body)
204 .or_else(|| data.bodies.get(entity)),
205 data.players.get(entity),
206 );
207 if !can_pickup {
208 let event = comp::InventoryUpdate::new(
209 InventoryUpdateEvent::EntityCollectFailed {
210 entity: pickup_uid,
211 reason: CollectFailedReason::LootOwned {
212 owner: loot_owner.owner(),
213 expiry_secs: loot_owner
214 .time_until_expiration()
215 .as_secs(),
216 },
217 },
218 );
219 data.inventory_updates.insert(entity, event).unwrap();
220 }
221 can_pickup
222 });
223
224 if !ownership_check_passed {
225 continue;
226 }
227
228 // First, we remove the item, assuming picking it up will succeed (we do this to
229 // avoid cloning the item, as we should not call Item::clone and it
230 // may be removed!).
231 let item = if let Some(item) = data.items.remove(item_entity) {
232 item
233 } else {
234 // Item component could not be found - most likely because the entity
235 // attempted to pick up the same item very quickly before its deletion of
236 // the world from the first pickup attempt was
237 // processed.
238 debug!(
239 "Failed to delete item component for entity, Uid: {}",
240 pickup_uid
241 );
242 continue;
243 };
244
245 const ITEM_ENTITY_EXPECT_MESSAGE: &str = "We know item_entity still exist \
246 since we just successfully removed \
247 its PickupItem component.";
248
249 let (item, reinsert_item) = item.pick_up();
250
251 let mut item_msg = item.frontend_item(&data.ability_map, &data.msm);
252
253 // Next, we try to equip the picked up item
254 let event = match inventory.try_equip(item).or_else(|returned_item| {
255 // If we couldn't equip it (no empty slot for it or unequippable) then
256 // attempt to add the item to the entity's inventory
257 inventory.pickup_item(returned_item)
258 }) {
259 Err((returned_item, inserted)) => {
260 // If we had a `reinsert_item`, merge returned_item into it
261 let returned_item = if let Some(mut reinsert_item) = reinsert_item {
262 reinsert_item
263 .try_merge(PickupItem::new(
264 returned_item,
265 *data.program_time,
266 true,
267 ))
268 .expect(
269 "We know this item must be mergeable since it is a \
270 duplicate",
271 );
272 reinsert_item
273 } else {
274 PickupItem::new(returned_item, *data.program_time, true)
275 };
276
277 // Inventory was full, so we need to put back the item (note that we
278 // know there was no old item component for
279 // this entity).
280 data.items
281 .insert(item_entity, returned_item)
282 .expect(ITEM_ENTITY_EXPECT_MESSAGE);
283
284 // If the item was partially picked up, send a loot annoucement.
285 if let Some(inserted) = inserted {
286 // Update the frontend item to the new amount
287 item_msg
288 .set_amount(inserted.get())
289 .expect("Inserted must be > 0 and <= item.max_amount()");
290
291 if let Some(group_id) = data.groups.get(entity) {
292 announce_loot_to_group(
293 group_id,
294 entity,
295 item_msg.duplicate(&data.ability_map, &data.msm),
296 &data.clients,
297 &data.uids,
298 &data.groups,
299 &data.alignments,
300 &data.entities,
301 &data.ability_map,
302 &data.msm,
303 );
304 }
305 comp::InventoryUpdate::new(InventoryUpdateEvent::Collected(
306 item_msg,
307 ))
308 } else {
309 comp::InventoryUpdate::new(
310 InventoryUpdateEvent::EntityCollectFailed {
311 entity: pickup_uid,
312 reason: CollectFailedReason::InventoryFull,
313 },
314 )
315 }
316 },
317 Ok(_) => {
318 // We succeeded in picking up the item, so we may now delete its old
319 // entity entirely.
320 if let Some(reinsert_item) = reinsert_item {
321 data.items
322 .insert(item_entity, reinsert_item)
323 .expect(ITEM_ENTITY_EXPECT_MESSAGE);
324 } else {
325 emitters.emit(DeleteEvent(item_entity));
326 }
327
328 if let Some(group_id) = data.groups.get(entity) {
329 announce_loot_to_group(
330 group_id,
331 entity,
332 item_msg.duplicate(&data.ability_map, &data.msm),
333 &data.clients,
334 &data.uids,
335 &data.groups,
336 &data.alignments,
337 &data.entities,
338 &data.ability_map,
339 &data.msm,
340 );
341 }
342 comp::InventoryUpdate::new(InventoryUpdateEvent::Collected(item_msg))
343 },
344 };
345
346 data.inventory_updates
347 .insert(entity, event)
348 .expect("We know entity exists since we got its inventory.");
349 },
350 comp::InventoryManip::Collect {
351 sprite_pos,
352 required_item,
353 } => {
354 let block = data.terrain.get(sprite_pos).ok().copied();
355 let mut drop_items = Vec::new();
356 let inventory_update = data
357 .inventory_updates
358 .entry(entity)
359 .expect("We know entity exists since we got its inventory.")
360 .or_insert_with(InventoryUpdate::default);
361
362 if let Some(block) = block {
363 // If there are items to be reclaimed from the block, add it to the
364 // inventory
365 let sprite_cfg = data.terrain.sprite_cfg_at(sprite_pos);
366 if block.is_collectible(sprite_cfg)
367 && data.block_change.can_set_block(sprite_pos)
368 {
369 // Send event to rtsim if something was stolen.
370 #[cfg(feature = "worldgen")]
371 if block.is_owned()
372 && let Some(actor) = super::entity_manipulation::entity_as_actor(
373 entity,
374 &data.rtsim_entities,
375 &data.presences,
376 )
377 {
378 data.rtsim.hook_pickup_owned_sprite(
379 &data.world,
380 data.index.as_index_ref(),
381 block
382 .get_sprite()
383 .expect("If the block is owned, it is a sprite"),
384 sprite_pos,
385 actor,
386 );
387 }
388 // If an item was required to collect the sprite, consume it now
389 if let Some((inv_slot, true)) = required_item {
390 inventory.take(inv_slot, &data.ability_map, &data.msm);
391 }
392
393 if let Some(items) =
394 comp::Item::try_reclaim_from_block(block, sprite_cfg)
395 {
396 for item in
397 flatten_counted_items(&items, &data.ability_map, &data.msm)
398 {
399 let mut item_msg =
400 item.frontend_item(&data.ability_map, &data.msm);
401 let do_announce = match inventory.push(item) {
402 Ok(_) => true,
403 Err((item, inserted)) => {
404 drop_items.push(item);
405 if let Some(inserted) = inserted {
406 // Update the amount of the frontend item
407 item_msg.set_amount(inserted.get()).expect(
408 "Inserted must be > 0 and <= item.max_amount()",
409 );
410 true
411 } else {
412 false
413 }
414 },
415 };
416
417 if do_announce {
418 if let Some(group_id) = data.groups.get(entity) {
419 announce_loot_to_group(
420 group_id,
421 entity,
422 item_msg.duplicate(&data.ability_map, &data.msm),
423 &data.clients,
424 &data.uids,
425 &data.groups,
426 &data.alignments,
427 &data.entities,
428 &data.ability_map,
429 &data.msm,
430 );
431 }
432 inventory_update
433 .push(InventoryUpdateEvent::Collected(item_msg));
434 }
435 }
436 }
437
438 // We made sure earlier the block was not already modified this tick
439 match block.get_sprite() {
440 Some(SpriteKind::Lettuce) => {
441 let new_block =
442 block.with_attr(sprite::Collectable(false)).expect(
443 "Setting collectable will not fail as this scope \
444 requires block::is_collectible to return true.",
445 );
446 data.block_change.set(sprite_pos, new_block)
447 },
448 _ => data.block_change.set(sprite_pos, block.into_vacant()),
449 }
450
451 // If the block was a keyhole, remove nearby door blocks
452 // TODO: Abstract this code into a generalised way to do block updates?
453 if let Some(kind_to_destroy) = match block.get_sprite() {
454 Some(SpriteKind::Keyhole) => Some(SpriteKind::KeyDoor),
455 Some(SpriteKind::BoneKeyhole) => Some(SpriteKind::BoneKeyDoor),
456 Some(SpriteKind::HaniwaKeyhole) => Some(SpriteKind::HaniwaKeyDoor),
457 Some(SpriteKind::SahaginKeyhole) => {
458 Some(SpriteKind::SahaginKeyDoor)
459 },
460 Some(SpriteKind::GlassKeyhole) => Some(SpriteKind::GlassBarrier),
461 Some(SpriteKind::KeyholeBars) => Some(SpriteKind::DoorBars),
462 Some(SpriteKind::TerracottaKeyhole) => {
463 Some(SpriteKind::TerracottaKeyDoor)
464 },
465 Some(SpriteKind::VampireKeyhole) => {
466 Some(SpriteKind::VampireKeyDoor)
467 },
468 Some(SpriteKind::MyrmidonKeyhole | SpriteKind::MinotaurKeyhole) => {
469 Some(SpriteKind::MyrmidonKeyDoor)
470 },
471 _ => None,
472 } {
473 let dirs = [
474 Vec3::unit_x(),
475 -Vec3::unit_x(),
476 Vec3::unit_y(),
477 -Vec3::unit_y(),
478 Vec3::unit_z(),
479 -Vec3::unit_z(),
480 ];
481 let mut destroyed = HashSet::<Vec3<i32>>::default();
482 let mut pending = dirs
483 .into_iter()
484 .map(|dir| sprite_pos + dir)
485 .collect::<HashSet<_>>();
486 // TODO: Replace with `entry` eventually
487 while destroyed.len() < 450 {
488 if let Some(pos) = pending.iter().next().copied() {
489 pending.remove(&pos);
490
491 if !destroyed.contains(&pos)
492 && data
493 .terrain
494 .get(pos)
495 .ok()
496 .and_then(|b| b.get_sprite())
497 == Some(kind_to_destroy)
498 {
499 data.block_change.try_set(pos, Block::empty());
500 destroyed.insert(pos);
501 pending.extend(dirs.into_iter().map(|dir| pos + dir));
502 }
503 } else {
504 break;
505 }
506 }
507 }
508 } else {
509 debug!(
510 "Can't reclaim item from block at pos={}: block is not \
511 collectable or was already set this tick.",
512 sprite_pos
513 );
514 }
515 }
516 if !drop_items.is_empty() {
517 inventory_update.push(InventoryUpdateEvent::BlockCollectFailed {
518 pos: sprite_pos,
519 reason: CollectFailedReason::InventoryFull,
520 })
521 }
522
523 for item in drop_items {
524 emitters.emit(CreateItemDropEvent {
525 pos: comp::Pos(
526 Vec3::new(
527 sprite_pos.x as f32,
528 sprite_pos.y as f32,
529 sprite_pos.z as f32,
530 ) + Vec3::one().with_z(0.0) * 0.5,
531 ),
532 vel: comp::Vel(Vec3::zero()),
533 ori: data.orientations.get(entity).copied().unwrap_or_default(),
534 item: PickupItem::new(item, *data.program_time, true),
535 loot_owner: Some(LootOwner::new(LootOwnerKind::Player(*uid), false)),
536 });
537 }
538 },
539 comp::InventoryManip::Use(slot) => {
540 let mut maybe_effect = None;
541
542 let event = match slot {
543 Slot::Inventory(slot) => {
544 use item::ItemKind;
545
546 let (is_equippable, lantern_info) =
547 inventory.get(slot).map_or((false, None), |i| {
548 let kind = i.kind();
549 let is_equippable = kind.is_equippable();
550 let lantern_info = match &*kind {
551 ItemKind::Lantern(lantern) => {
552 Some((lantern.color(), lantern.strength()))
553 },
554 _ => None,
555 };
556 (is_equippable, lantern_info)
557 });
558 if is_equippable {
559 if let Some(lantern_info) = lantern_info {
560 swap_lantern(&mut data.light_emitters, entity, lantern_info);
561 }
562 if let Some(pos) = data.positions.get(entity)
563 && let Ok(Some(unloaded_items)) = inventory.equip(
564 slot,
565 *data.time,
566 &data.ability_map,
567 &data.msm,
568 )
569 {
570 dropped_items.extend(unloaded_items.into_iter().map(|item| {
571 (
572 *pos,
573 data.orientations
574 .get(entity)
575 .copied()
576 .unwrap_or_default(),
577 PickupItem::new(item, *data.program_time, true),
578 *uid,
579 )
580 }));
581 }
582 Some(InventoryUpdateEvent::Used)
583 } else if let Some(item) =
584 inventory.take(slot, &data.ability_map, &data.msm)
585 {
586 match &*item.kind() {
587 ItemKind::Consumable { effects, .. } => {
588 maybe_effect = Some(effects.clone());
589 Some(InventoryUpdateEvent::Consumed((&item).into()))
590 },
591 ItemKind::Utility {
592 kind: item::Utility::Collar,
593 ..
594 } => {
595 const MAX_PETS: usize = 3;
596 let reinsert = if let Some(pos) = data.positions.get(entity)
597 {
598 if (&data.alignments, &data.agents, data.pets.mask())
599 .join()
600 .filter(|(alignment, _, _)| {
601 alignment == &&comp::Alignment::Owned(*uid)
602 })
603 .count()
604 >= MAX_PETS
605 {
606 true
607 } else if let Some(tameable_entity) = {
608 (
609 &data.entities,
610 &data.bodies,
611 &data.positions,
612 &data.alignments,
613 )
614 .join()
615 .filter(|(_, _, wild_pos, _)| {
616 wild_pos.0.distance_squared(pos.0)
617 < 5.0f32.powi(2)
618 })
619 .filter(|(_, body, _, alignment)| {
620 alignment == &&Alignment::Wild
621 && is_tameable(body)
622 })
623 .min_by_key(|(_, _, wild_pos, _)| {
624 (wild_pos.0.distance_squared(pos.0) * 100.0)
625 as i32
626 })
627 .map(|(entity, _, _, _)| entity)
628 } {
629 emitters.emit(TamePetEvent {
630 owner_entity: entity,
631 pet_entity: tameable_entity,
632 });
633 false
634 } else {
635 true
636 }
637 } else {
638 true
639 };
640
641 if reinsert {
642 let _ = inventory.insert_or_stack_at(slot, item);
643 }
644
645 Some(InventoryUpdateEvent::Used)
646 },
647 ItemKind::RecipeGroup { .. } => {
648 match inventory.push_recipe_group(item) {
649 Ok(()) => {
650 if let Some(client) = data.clients.get(entity) {
651 client.send_fallible(
652 ServerGeneral::UpdateRecipes,
653 );
654 }
655 Some(InventoryUpdateEvent::Used)
656 },
657 Err(item) => {
658 inventory.insert_or_stack_at(slot, item).expect(
659 "slot was just vacated of item, so it \
660 definitely fits there.",
661 );
662 None
663 },
664 }
665 },
666 _ => {
667 inventory.insert_or_stack_at(slot, item).expect(
668 "slot was just vacated of item, so it definitely fits \
669 there.",
670 );
671 None
672 },
673 }
674 } else {
675 None
676 }
677 },
678 Slot::Equip(slot) => {
679 if slot == slot::EquipSlot::Lantern {
680 snuff_lantern(&mut data.light_emitters, entity);
681 }
682
683 if let Some(pos) = data.positions.get(entity) {
684 // Unequip the item, any items that no longer fit within the
685 // inventory (due to unequipping a
686 // bag for example) will be dropped on the floor
687 if let Ok(Some(leftover_items)) =
688 inventory.unequip(slot, *data.time)
689 {
690 dropped_items.extend(leftover_items.into_iter().map(|item| {
691 (
692 *pos,
693 data.orientations
694 .get(entity)
695 .copied()
696 .unwrap_or_default(),
697 PickupItem::new(item, *data.program_time, true),
698 *uid,
699 )
700 }));
701 }
702 }
703 Some(InventoryUpdateEvent::Used)
704 },
705 // Items in overflow slots cannot be used
706 Slot::Overflow(_) => None,
707 };
708
709 if let Some(effects) = maybe_effect {
710 match effects {
711 item::Effects::Any(effects) => {
712 if let Some(effect) = effects.into_iter().choose(&mut rng) {
713 emit_effect_events(
714 &mut emitters,
715 *data.time,
716 entity,
717 effect,
718 None,
719 data.inventories.get(entity),
720 &data.msm,
721 data.character_states.get(entity),
722 data.stats.get(entity),
723 data.masses.get(entity),
724 None,
725 data.bodies.get(entity),
726 data.positions.get(entity),
727 );
728 }
729 },
730 item::Effects::All(effects) => {
731 for effect in effects {
732 emit_effect_events(
733 &mut emitters,
734 *data.time,
735 entity,
736 effect,
737 None,
738 data.inventories.get(entity),
739 &data.msm,
740 data.character_states.get(entity),
741 data.stats.get(entity),
742 data.masses.get(entity),
743 None,
744 data.bodies.get(entity),
745 data.positions.get(entity),
746 );
747 }
748 },
749 item::Effects::One(effect) => {
750 emit_effect_events(
751 &mut emitters,
752 *data.time,
753 entity,
754 effect,
755 None,
756 data.inventories.get(entity),
757 &data.msm,
758 data.character_states.get(entity),
759 data.stats.get(entity),
760 data.masses.get(entity),
761 None,
762 data.bodies.get(entity),
763 data.positions.get(entity),
764 );
765 },
766 }
767 }
768 if let Some(event) = event {
769 data.inventory_updates
770 .insert(entity, comp::InventoryUpdate::new(event))
771 .expect("We know entity exists since we got its inventory.");
772 }
773 },
774 comp::InventoryManip::Swap(a, b) => {
775 use item::ItemKind;
776
777 if let Some(lantern_info) = match (a, b) {
778 // Only current possible lantern swap is between Slot::Inventory and
779 // Slot::Equip add more cases if needed
780 (Slot::Equip(slot::EquipSlot::Lantern), Slot::Inventory(slot))
781 | (Slot::Inventory(slot), Slot::Equip(slot::EquipSlot::Lantern)) => {
782 inventory.get(slot).and_then(|i| match &*i.kind() {
783 ItemKind::Lantern(lantern) => {
784 Some((lantern.color(), lantern.strength()))
785 },
786 _ => None,
787 })
788 },
789 _ => None,
790 } {
791 swap_lantern(&mut data.light_emitters, entity, lantern_info);
792 }
793
794 if let Some(pos) = data.positions.get(entity) {
795 let mut merged_stacks = false;
796
797 // If both slots have items and we're attempting to drag from one stack
798 // into another, stack the items.
799 if let (Slot::Inventory(slot_a), Slot::Inventory(slot_b)) = (a, b) {
800 merged_stacks |= inventory.merge_stack_into(slot_a, slot_b);
801 }
802
803 // If the stacks weren't mergable carry out a swap.
804 if !merged_stacks {
805 dropped_items.extend(inventory.swap(a, b, *data.time).into_iter().map(
806 |item| {
807 (
808 *pos,
809 data.orientations.get(entity).copied().unwrap_or_default(),
810 PickupItem::new(item, *data.program_time, true),
811 *uid,
812 )
813 },
814 ));
815 }
816 }
817
818 data.inventory_updates
819 .insert(
820 entity,
821 comp::InventoryUpdate::new(InventoryUpdateEvent::Swapped),
822 )
823 .expect("We know entity exists since we got its inventory.");
824 },
825 comp::InventoryManip::SplitSwap(slot, target) => {
826 // If both slots have items and we're attempting to split from one stack
827 // into another, ensure that they are the same type of item. If they are
828 // the same type do nothing, as you don't want to overwrite the existing item.
829
830 if let (
831 Slot::Inventory(source_inv_slot_id),
832 Slot::Inventory(target_inv_slot_id),
833 ) = (slot, target)
834 {
835 if let Some(source_item) = inventory.get(source_inv_slot_id) {
836 if let Some(target_item) = inventory.get(target_inv_slot_id) {
837 if source_item != target_item {
838 continue;
839 }
840 }
841 }
842 }
843
844 let item = match slot {
845 Slot::Inventory(slot) => {
846 inventory.take_half(slot, &data.ability_map, &data.msm)
847 },
848 Slot::Equip(_) => None,
849 Slot::Overflow(_) => None,
850 };
851
852 if let Some(item) = item {
853 if let Slot::Inventory(target) = target {
854 inventory.insert_or_stack_at(target, item).ok();
855 }
856 }
857
858 data.inventory_updates
859 .insert(
860 entity,
861 comp::InventoryUpdate::new(InventoryUpdateEvent::Swapped),
862 )
863 .expect("We know entity exists since we got its inventory.");
864 },
865 comp::InventoryManip::Drop(slot) => {
866 let item = match slot {
867 Slot::Inventory(slot) => inventory.remove(slot),
868 Slot::Equip(slot) => inventory.replace_loadout_item(slot, None, *data.time),
869 Slot::Overflow(slot) => inventory.overflow_remove(slot),
870 };
871
872 // FIXME: We should really require the drop and write to be atomic!
873 if let (Some(mut item), Some(pos)) = (item, data.positions.get(entity)) {
874 item.put_in_world();
875 dropped_items.push((
876 *pos,
877 data.orientations.get(entity).copied().unwrap_or_default(),
878 PickupItem::new(item, *data.program_time, true),
879 *uid,
880 ));
881 }
882 data.inventory_updates
883 .insert(
884 entity,
885 comp::InventoryUpdate::new(InventoryUpdateEvent::Dropped),
886 )
887 .expect("We know entity exists since we got its inventory.");
888 },
889 comp::InventoryManip::SplitDrop(slot) => {
890 let item = match slot {
891 Slot::Inventory(slot) => {
892 inventory.take_half(slot, &data.ability_map, &data.msm)
893 },
894 Slot::Equip(_) => None,
895 Slot::Overflow(o) => {
896 inventory.overflow_take_half(o, &data.ability_map, &data.msm)
897 },
898 };
899
900 // FIXME: We should really require the drop and write to be atomic!
901 if let (Some(mut item), Some(pos)) = (item, data.positions.get(entity)) {
902 item.put_in_world();
903 dropped_items.push((
904 *pos,
905 data.orientations.get(entity).copied().unwrap_or_default(),
906 PickupItem::new(item, *data.program_time, true),
907 *uid,
908 ));
909 }
910 data.inventory_updates
911 .insert(
912 entity,
913 comp::InventoryUpdate::new(InventoryUpdateEvent::Dropped),
914 )
915 .expect("We know entity exists since we got its inventory.");
916 },
917 comp::InventoryManip::CraftRecipe {
918 craft_event,
919 craft_sprite,
920 } => {
921 use comp::controller::CraftEvent;
922 use recipe::ComponentKey;
923
924 let get_craft_sprite = |sprite_pos: Option<VolumePos>| {
925 sprite_pos
926 .filter(|pos| {
927 let entity_cylinder = get_cylinder(entity);
928 let in_range = within_pickup_range(entity_cylinder, || {
929 pos.get_block_and_transform(
930 &data.terrain,
931 &data.id_maps,
932 |e| {
933 data.positions
934 .get(e)
935 .copied()
936 .zip(data.orientations.get(e).copied())
937 },
938 &data.colliders,
939 )
940 .map(|(mat, _)| mat.mul_point(Vec3::broadcast(0.5)))
941 });
942 if !in_range {
943 debug!(
944 ?entity_cylinder,
945 "Failed to craft recipe as not within range of required \
946 sprite, sprite pos: {:?}",
947 pos
948 );
949 }
950 in_range
951 })
952 .and_then(|pos| {
953 pos.get_block(&data.terrain, &data.id_maps, &data.colliders)
954 })
955 .and_then(|block| block.get_sprite())
956 };
957
958 let crafted_items = match craft_event {
959 CraftEvent::Simple {
960 recipe,
961 slots,
962 amount,
963 } => {
964 let filtered_recipe = inventory
965 .get_recipe(&recipe, &data.rbm)
966 .cloned()
967 .filter(|r| {
968 if let Some(needed_sprite) = r.craft_sprite {
969 let sprite = get_craft_sprite(craft_sprite);
970 Some(needed_sprite) == sprite
971 } else {
972 true
973 }
974 });
975 if let Some(recipe) = filtered_recipe {
976 let items = (0..amount)
977 .filter_map(|_| {
978 recipe
979 .craft_simple(
980 &mut inventory,
981 slots.clone(),
982 &data.ability_map,
983 &data.msm,
984 )
985 .ok()
986 })
987 .flatten()
988 .collect::<Vec<_>>();
989
990 if items.is_empty() { None } else { Some(items) }
991 } else {
992 None
993 }
994 },
995 CraftEvent::Salvage(slot) => {
996 let sprite = get_craft_sprite(craft_sprite);
997 if matches!(sprite, Some(SpriteKind::DismantlingBench)) {
998 recipe::try_salvage(
999 &mut inventory,
1000 slot,
1001 &data.ability_map,
1002 &data.msm,
1003 )
1004 .ok()
1005 } else {
1006 None
1007 }
1008 },
1009 CraftEvent::ModularWeapon {
1010 primary_component,
1011 secondary_component,
1012 } => {
1013 let sprite = get_craft_sprite(craft_sprite);
1014 if matches!(sprite, Some(SpriteKind::CraftingBench)) {
1015 recipe::modular_weapon(
1016 &mut inventory,
1017 primary_component,
1018 secondary_component,
1019 &data.ability_map,
1020 &data.msm,
1021 )
1022 .ok()
1023 .map(|item| vec![item])
1024 } else {
1025 None
1026 }
1027 },
1028 CraftEvent::ModularWeaponPrimaryComponent {
1029 toolkind,
1030 material,
1031 modifier,
1032 slots,
1033 } => {
1034 let component_recipes = default_component_recipe_book().read();
1035 let item_id = |slot| {
1036 inventory.get(slot).and_then(|item| {
1037 item.item_definition_id().itemdef_id().map(String::from)
1038 })
1039 };
1040 if let Some(material_item_id) = item_id(material) {
1041 component_recipes
1042 .get(&ComponentKey {
1043 toolkind,
1044 material: material_item_id,
1045 modifier: modifier.and_then(item_id),
1046 })
1047 .filter(|r| {
1048 let sprite = if let Some(needed_sprite) = r.craft_sprite {
1049 let sprite = get_craft_sprite(craft_sprite);
1050 Some(needed_sprite) == sprite
1051 } else {
1052 true
1053 };
1054 let known = inventory.recipe_is_known(&r.recipe_book_key);
1055 sprite && known
1056 })
1057 .and_then(|r| {
1058 r.craft_component(
1059 &mut inventory,
1060 material,
1061 modifier,
1062 slots,
1063 &data.ability_map,
1064 &data.msm,
1065 )
1066 .ok()
1067 })
1068 } else {
1069 None
1070 }
1071 },
1072 CraftEvent::Repair { item, slots } => {
1073 let repair_recipes = default_repair_recipe_book().read();
1074 let sprite = get_craft_sprite(craft_sprite);
1075 if matches!(sprite, Some(SpriteKind::RepairBench)) {
1076 let _ = repair_recipes.repair_item(
1077 &mut inventory,
1078 item,
1079 slots,
1080 &data.ability_map,
1081 &data.msm,
1082 );
1083 }
1084 None
1085 },
1086 };
1087
1088 // Attempt to insert items into inventory, dropping them if there is not enough
1089 // space
1090 let items_were_crafted = if let Some(crafted_items) = crafted_items {
1091 let mut dropped: Vec<PickupItem> = Vec::new();
1092 for item in crafted_items {
1093 if let Err((item, _inserted)) = inventory.push(item) {
1094 let item = PickupItem::new(item, *data.program_time, true);
1095 if let Some(can_merge) =
1096 dropped.iter_mut().find(|other| other.can_merge(&item))
1097 {
1098 can_merge
1099 .try_merge(item)
1100 .expect("We know these items can be merged");
1101 } else {
1102 dropped.push(item);
1103 }
1104 }
1105 }
1106
1107 if !dropped.is_empty()
1108 && let Some(pos) = data.positions.get(entity)
1109 {
1110 for item in dropped {
1111 dropped_items.push((
1112 *pos,
1113 data.orientations.get(entity).copied().unwrap_or_default(),
1114 item,
1115 *uid,
1116 ));
1117 }
1118 }
1119
1120 true
1121 } else {
1122 false
1123 };
1124
1125 // FIXME: We should really require the drop and write to be atomic!
1126 if items_were_crafted {
1127 let _ = data.inventory_updates.insert(
1128 entity,
1129 comp::InventoryUpdate::new(InventoryUpdateEvent::Craft),
1130 );
1131 }
1132 },
1133 comp::InventoryManip::Sort => {
1134 inventory.sort();
1135 },
1136 comp::InventoryManip::SwapEquippedWeapons => {
1137 inventory.swap_equipped_weapons(*data.time);
1138 },
1139 }
1140 if data.trades.in_mutable_trade(uid) {
1141 // manipulating the inventory mutated the trade, so reset the accept flags
1142 data.trades.implicit_mutation_occurred(uid);
1143 }
1144 }
1145
1146 // Drop items, Debug items should simply disappear when dropped
1147 for (pos, ori, mut item, owner) in dropped_items
1148 .into_iter()
1149 .filter(|(_, _, i, _)| !matches!(i.item().quality(), item::Quality::Debug))
1150 {
1151 item.remove_debug_items();
1152
1153 emitters.emit(CreateItemDropEvent {
1154 pos,
1155 vel: comp::Vel::default(),
1156 ori,
1157 item,
1158 loot_owner: Some(LootOwner::new(LootOwnerKind::Player(owner), true)),
1159 })
1160 }
1161 }
1162}
1163
1164fn within_pickup_range<S: FindDist<find_dist::Cylinder>>(
1165 entity_cylinder: Option<find_dist::Cylinder>,
1166 shape_fn: impl FnOnce() -> Option<S>,
1167) -> bool {
1168 entity_cylinder
1169 .and_then(|entity_cylinder| {
1170 shape_fn().map(|shape| shape.min_distance(entity_cylinder) < MAX_PICKUP_RANGE)
1171 })
1172 .unwrap_or(false)
1173}
1174
1175fn announce_loot_to_group(
1176 group_id: &Group,
1177 entity: EcsEntity,
1178 item: comp::FrontendItem,
1179 clients: &ReadStorage<Client>,
1180 uids: &ReadStorage<Uid>,
1181 groups: &ReadStorage<comp::Group>,
1182 alignments: &ReadStorage<comp::Alignment>,
1183 entities: &Entities,
1184 ability_map: &AbilityMap,
1185 msm: &MaterialStatManifest,
1186) {
1187 if let Some(uid) = uids.get(entity) {
1188 members(*group_id, groups, entities, alignments, uids)
1189 .filter(|(member_e, _)| member_e != &entity)
1190 .for_each(|(e, _)| {
1191 clients.get(e).map(|c| {
1192 c.send_fallible(ServerGeneral::GroupInventoryUpdate(
1193 item.duplicate(ability_map, msm),
1194 *uid,
1195 ));
1196 });
1197 });
1198 }
1199}
1200
1201#[cfg(test)]
1202mod tests {
1203 use vek::Vec3;
1204
1205 use common::comp::Pos;
1206 use find_dist::*;
1207
1208 use super::*;
1209
1210 // Helper function
1211 fn test_cylinder(pos: Pos) -> Option<Cylinder> {
1212 Some(Cylinder::from_components(pos.0, None, None, None))
1213 }
1214
1215 #[test]
1216 fn pickup_distance_within_range() {
1217 let position = Pos(Vec3::zero());
1218 let item_position = Pos(Vec3::one());
1219
1220 assert!(within_pickup_range(test_cylinder(position), || {
1221 test_cylinder(item_position)
1222 },),);
1223 }
1224
1225 #[test]
1226 fn pickup_distance_not_within_range() {
1227 let position = Pos(Vec3::zero());
1228 let item_position = Pos(Vec3::one() * 500.0);
1229
1230 assert!(!within_pickup_range(test_cylinder(position), || {
1231 test_cylinder(item_position)
1232 },),);
1233 }
1234}