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use hashbrown::HashSet;
use rand::{seq::IteratorRandom, Rng};
use specs::{
join::Join, shred, DispatcherBuilder, Entities, Entity as EcsEntity, Read, ReadExpect,
ReadStorage, SystemData, Write, WriteStorage,
};
use tracing::{debug, error, warn};
use vek::{Rgb, Vec3};
use common::{
comp::{
self,
group::members,
item::{self, flatten_counted_items, tool::AbilityMap, MaterialStatManifest},
loot_owner::LootOwnerKind,
slot::{self, Slot},
InventoryUpdate, LootOwner, PickupItem,
},
consts::MAX_PICKUP_RANGE,
event::{
BuffEvent, CreateItemDropEvent, CreateObjectEvent, DeleteEvent, EmitExt, HealthChangeEvent,
InventoryManipEvent, PoiseChangeEvent, TamePetEvent,
},
event_emitters,
mounting::VolumePos,
recipe::{self, default_component_recipe_book, default_repair_recipe_book, RecipeBookManifest},
resources::{ProgramTime, Time},
terrain::{Block, SpriteKind},
trade::Trades,
uid::{IdMaps, Uid},
util::find_dist::{self, FindDist},
vol::ReadVol,
};
use comp::LightEmitter;
use crate::client::Client;
use common::comp::{
pet::is_tameable, Alignment, Body, CollectFailedReason, Group, InventoryUpdateEvent,
};
use common_net::msg::ServerGeneral;
use super::{entity_manipulation::emit_effect_events, event_dispatch, ServerEvent};
pub(super) fn register_event_systems(builder: &mut DispatcherBuilder) {
event_dispatch::<InventoryManipEvent>(builder);
}
pub fn swap_lantern(
storage: &mut WriteStorage<LightEmitter>,
entity: EcsEntity,
(lantern_color, lantern_strength): (Rgb<f32>, f32),
) {
if let Some(mut light) = storage.get_mut(entity) {
light.strength = lantern_strength;
light.col = lantern_color;
}
}
pub fn snuff_lantern(storage: &mut WriteStorage<LightEmitter>, entity: EcsEntity) {
storage.remove(entity);
}
event_emitters! {
struct Events[Emitters] {
tame_pet: TamePetEvent,
delete: DeleteEvent,
create_item_drop: CreateItemDropEvent,
create_object: CreateObjectEvent,
health_change: HealthChangeEvent,
poise_change: PoiseChangeEvent,
buff: BuffEvent,
}
}
#[derive(SystemData)]
pub struct InventoryManipData<'a> {
entities: Entities<'a>,
events: Events<'a>,
block_change: Write<'a, common_state::BlockChange>,
trades: Write<'a, Trades>,
#[cfg(feature = "worldgen")]
rtsim: specs::WriteExpect<'a, crate::rtsim::RtSim>,
terrain: ReadExpect<'a, common::terrain::TerrainGrid>,
id_maps: Read<'a, IdMaps>,
time: Read<'a, Time>,
#[cfg(feature = "worldgen")]
world: ReadExpect<'a, std::sync::Arc<world::World>>,
#[cfg(feature = "worldgen")]
index: ReadExpect<'a, world::IndexOwned>,
program_time: ReadExpect<'a, ProgramTime>,
ability_map: ReadExpect<'a, AbilityMap>,
msm: ReadExpect<'a, MaterialStatManifest>,
rbm: ReadExpect<'a, RecipeBookManifest>,
inventories: WriteStorage<'a, comp::Inventory>,
items: WriteStorage<'a, comp::PickupItem>,
inventory_updates: WriteStorage<'a, comp::InventoryUpdate>,
light_emitters: WriteStorage<'a, comp::LightEmitter>,
positions: ReadStorage<'a, comp::Pos>,
scales: ReadStorage<'a, comp::Scale>,
colliders: ReadStorage<'a, comp::Collider>,
character_states: ReadStorage<'a, comp::CharacterState>,
healths: ReadStorage<'a, comp::Health>,
uids: ReadStorage<'a, Uid>,
loot_owners: ReadStorage<'a, comp::LootOwner>,
alignments: ReadStorage<'a, comp::Alignment>,
bodies: ReadStorage<'a, comp::Body>,
players: ReadStorage<'a, comp::Player>,
groups: ReadStorage<'a, comp::Group>,
stats: ReadStorage<'a, comp::Stats>,
clients: ReadStorage<'a, Client>,
orientations: ReadStorage<'a, comp::Ori>,
controllers: ReadStorage<'a, comp::Controller>,
agents: ReadStorage<'a, comp::Agent>,
pets: ReadStorage<'a, comp::Pet>,
velocities: ReadStorage<'a, comp::Vel>,
masses: ReadStorage<'a, comp::Mass>,
#[cfg(feature = "worldgen")]
presences: ReadStorage<'a, comp::Presence>,
#[cfg(feature = "worldgen")]
rtsim_entities: ReadStorage<'a, common::rtsim::RtSimEntity>,
}
impl ServerEvent for InventoryManipEvent {
type SystemData<'a> = InventoryManipData<'a>;
fn handle(events: impl ExactSizeIterator<Item = Self>, mut data: Self::SystemData<'_>) {
let mut emitters = data.events.get_emitters();
let get_cylinder = |entity| {
data.positions.get(entity).map(|p| {
find_dist::Cylinder::from_components(
p.0,
data.scales.get(entity).copied(),
data.colliders.get(entity),
data.character_states.get(entity),
)
})
};
let mut rng = rand::thread_rng();
let mut dropped_items = Vec::new();
let mut thrown_items = Vec::new();
for InventoryManipEvent(entity, manip) in events {
let uid = if let Some(uid) = data.uids.get(entity) {
uid
} else {
warn!(
"Couldn't get uid for entity {:?} at start of handle_inventory",
entity
);
continue;
};
if data.trades.in_immutable_trade(uid) {
// manipulating the inventory can mutate the trade
continue;
}
let mut inventory = if let Some(inventory) = data.inventories.get_mut(entity) {
inventory
} else {
error!(
?entity,
"Can't manipulate inventory, entity doesn't have one"
);
continue;
};
// Disallow inventory manipulation while dead
if data.healths.get(entity).map_or(false, |h| h.is_dead) {
debug!("Can't manipulate inventory; entity is dead");
continue;
}
match manip {
comp::InventoryManip::Pickup(pickup_uid) => {
let item_entity = if let Some(item_entity) = data.id_maps.uid_entity(pickup_uid)
{
item_entity
} else {
// Item entity could not be found - most likely because the entity
// attempted to pick up the same item very quickly before its deletion
// of the world from the first pickup
// attempt was processed.
debug!("Failed to get entity for item Uid: {}", pickup_uid);
continue;
};
let entity_cylinder = get_cylinder(entity);
// FIXME: Raycast so we can't pick up items through walls.
if !within_pickup_range(entity_cylinder, || get_cylinder(item_entity)) {
debug!(
?entity_cylinder,
"Failed to pick up item as not within range, Uid: {}", pickup_uid
);
continue;
}
// If there's a loot owner for the item being picked up, then
// determine whether the pickup should be rejected.
let ownership_check_passed =
data.loot_owners
.get(item_entity)
.map_or(true, |loot_owner| {
let can_pickup = loot_owner.can_pickup(
*uid,
data.groups.get(entity),
data.alignments.get(entity),
data.stats
.get(entity)
.map(|stats| &stats.original_body)
.or_else(|| data.bodies.get(entity)),
data.players.get(entity),
);
if !can_pickup {
let event = comp::InventoryUpdate::new(
InventoryUpdateEvent::EntityCollectFailed {
entity: pickup_uid,
reason: CollectFailedReason::LootOwned {
owner: loot_owner.owner(),
expiry_secs: loot_owner
.time_until_expiration()
.as_secs(),
},
},
);
data.inventory_updates.insert(entity, event).unwrap();
}
can_pickup
});
if !ownership_check_passed {
continue;
}
// First, we remove the item, assuming picking it up will succeed (we do this to
// avoid cloning the item, as we should not call Item::clone and it
// may be removed!).
let item = if let Some(item) = data.items.remove(item_entity) {
item
} else {
// Item component could not be found - most likely because the entity
// attempted to pick up the same item very quickly before its deletion of
// the world from the first pickup attempt was
// processed.
debug!(
"Failed to delete item component for entity, Uid: {}",
pickup_uid
);
continue;
};
const ITEM_ENTITY_EXPECT_MESSAGE: &str = "We know item_entity still exist \
since we just successfully removed \
its PickupItem component.";
let (item, reinsert_item) = item.pick_up();
let mut item_msg = item.frontend_item(&data.ability_map, &data.msm);
// Next, we try to equip the picked up item
let event = match inventory.try_equip(item).or_else(|returned_item| {
// If we couldn't equip it (no empty slot for it or unequippable) then
// attempt to add the item to the entity's inventory
inventory.pickup_item(returned_item)
}) {
Err((returned_item, inserted)) => {
// If we had a `reinsert_item`, merge returned_item into it
let returned_item = if let Some(mut reinsert_item) = reinsert_item {
reinsert_item
.try_merge(PickupItem::new(returned_item, *data.program_time))
.expect(
"We know this item must be mergeable since it is a \
duplicate",
);
reinsert_item
} else {
PickupItem::new(returned_item, *data.program_time)
};
// Inventory was full, so we need to put back the item (note that we
// know there was no old item component for
// this entity).
data.items
.insert(item_entity, returned_item)
.expect(ITEM_ENTITY_EXPECT_MESSAGE);
// If the item was partially picked up, send a loot annoucement.
if let Some(inserted) = inserted {
// Update the frontend item to the new amount
item_msg
.set_amount(inserted.get())
.expect("Inserted must be > 0 and <= item.max_amount()");
if let Some(group_id) = data.groups.get(entity) {
announce_loot_to_group(
group_id,
entity,
item_msg.duplicate(&data.ability_map, &data.msm),
&data.clients,
&data.uids,
&data.groups,
&data.alignments,
&data.entities,
&data.ability_map,
&data.msm,
);
}
comp::InventoryUpdate::new(InventoryUpdateEvent::Collected(
item_msg,
))
} else {
comp::InventoryUpdate::new(
InventoryUpdateEvent::EntityCollectFailed {
entity: pickup_uid,
reason: CollectFailedReason::InventoryFull,
},
)
}
},
Ok(_) => {
// We succeeded in picking up the item, so we may now delete its old
// entity entirely.
if let Some(reinsert_item) = reinsert_item {
data.items
.insert(item_entity, reinsert_item)
.expect(ITEM_ENTITY_EXPECT_MESSAGE);
} else {
emitters.emit(DeleteEvent(item_entity));
}
if let Some(group_id) = data.groups.get(entity) {
announce_loot_to_group(
group_id,
entity,
item_msg.duplicate(&data.ability_map, &data.msm),
&data.clients,
&data.uids,
&data.groups,
&data.alignments,
&data.entities,
&data.ability_map,
&data.msm,
);
}
comp::InventoryUpdate::new(InventoryUpdateEvent::Collected(item_msg))
},
};
data.inventory_updates
.insert(entity, event)
.expect("We know entity exists since we got its inventory.");
},
comp::InventoryManip::Collect {
sprite_pos,
required_item,
} => {
let block = data.terrain.get(sprite_pos).ok().copied();
let mut drop_items = Vec::new();
let inventory_update = data
.inventory_updates
.entry(entity)
.expect("We know entity exists since we got its inventory.")
.or_insert_with(InventoryUpdate::default);
if let Some(block) = block {
if block.is_collectible() && data.block_change.can_set_block(sprite_pos) {
// Send event to rtsim if something was stolen.
#[cfg(feature = "worldgen")]
if block.is_owned()
&& let Some(actor) = super::entity_manipulation::entity_as_actor(
entity,
&data.rtsim_entities,
&data.presences,
)
{
data.rtsim.hook_pickup_owned_sprite(
&data.world,
data.index.as_index_ref(),
block
.get_sprite()
.expect("If the block is owned, it is a sprite"),
sprite_pos,
actor,
);
}
// If an item was required to collect the sprite, consume it now
if let Some((inv_slot, true)) = required_item {
inventory.take(inv_slot, &data.ability_map, &data.msm);
}
// If there are items to be reclaimed from the block, add it to the
// inventory
if let Some(items) = comp::Item::try_reclaim_from_block(block) {
for item in
flatten_counted_items(&items, &data.ability_map, &data.msm)
{
let mut item_msg =
item.frontend_item(&data.ability_map, &data.msm);
let do_announce = match inventory.push(item) {
Ok(_) => true,
Err((item, inserted)) => {
drop_items.push(item);
if let Some(inserted) = inserted {
// Update the amount of the frontend item
item_msg.set_amount(inserted.get()).expect(
"Inserted must be > 0 and <= item.max_amount()",
);
true
} else {
false
}
},
};
if do_announce {
if let Some(group_id) = data.groups.get(entity) {
announce_loot_to_group(
group_id,
entity,
item_msg.duplicate(&data.ability_map, &data.msm),
&data.clients,
&data.uids,
&data.groups,
&data.alignments,
&data.entities,
&data.ability_map,
&data.msm,
);
}
inventory_update
.push(InventoryUpdateEvent::Collected(item_msg));
}
}
}
// We made sure earlier the block was not already modified this tick
data.block_change.set(sprite_pos, block.into_vacant());
// If the block was a keyhole, remove nearby door blocks
// TODO: Abstract this code into a generalised way to do block updates?
if let Some(kind_to_destroy) = match block.get_sprite() {
Some(SpriteKind::Keyhole) => Some(SpriteKind::KeyDoor),
Some(SpriteKind::BoneKeyhole) => Some(SpriteKind::BoneKeyDoor),
Some(SpriteKind::HaniwaKeyhole) => Some(SpriteKind::HaniwaKeyDoor),
Some(SpriteKind::SahaginKeyhole) => {
Some(SpriteKind::SahaginKeyDoor)
},
Some(SpriteKind::GlassKeyhole) => Some(SpriteKind::GlassBarrier),
Some(SpriteKind::KeyholeBars) => Some(SpriteKind::DoorBars),
Some(SpriteKind::TerracottaKeyhole) => {
Some(SpriteKind::TerracottaKeyDoor)
},
Some(SpriteKind::VampireKeyhole) => {
Some(SpriteKind::VampireKeyDoor)
},
Some(SpriteKind::MyrmidonKeyhole | SpriteKind::MinotaurKeyhole) => {
Some(SpriteKind::MyrmidonKeyDoor)
},
_ => None,
} {
let dirs = [
Vec3::unit_x(),
-Vec3::unit_x(),
Vec3::unit_y(),
-Vec3::unit_y(),
Vec3::unit_z(),
-Vec3::unit_z(),
];
let mut destroyed = HashSet::<Vec3<i32>>::default();
let mut pending = dirs
.into_iter()
.map(|dir| sprite_pos + dir)
.collect::<HashSet<_>>();
// TODO: Replace with `entry` eventually
while destroyed.len() < 450 {
if let Some(pos) = pending.iter().next().copied() {
pending.remove(&pos);
if !destroyed.contains(&pos)
&& data
.terrain
.get(pos)
.ok()
.and_then(|b| b.get_sprite())
== Some(kind_to_destroy)
{
data.block_change.try_set(pos, Block::empty());
destroyed.insert(pos);
pending.extend(dirs.into_iter().map(|dir| pos + dir));
}
} else {
break;
}
}
}
} else {
debug!(
"Can't reclaim item from block at pos={}: block is not \
collectable or was already set this tick.",
sprite_pos
);
}
}
if !drop_items.is_empty() {
inventory_update.push(InventoryUpdateEvent::BlockCollectFailed {
pos: sprite_pos,
reason: CollectFailedReason::InventoryFull,
})
}
for item in drop_items {
emitters.emit(CreateItemDropEvent {
pos: comp::Pos(
Vec3::new(
sprite_pos.x as f32,
sprite_pos.y as f32,
sprite_pos.z as f32,
) + Vec3::one().with_z(0.0) * 0.5,
),
vel: comp::Vel(Vec3::zero()),
ori: data.orientations.get(entity).copied().unwrap_or_default(),
item: PickupItem::new(item, *data.program_time),
loot_owner: Some(LootOwner::new(LootOwnerKind::Player(*uid), false)),
});
}
},
comp::InventoryManip::Use(slot) => {
let mut maybe_effect = None;
let event = match slot {
Slot::Inventory(slot) => {
use item::ItemKind;
let (is_equippable, lantern_info) =
inventory.get(slot).map_or((false, None), |i| {
let kind = i.kind();
let is_equippable = kind.is_equippable();
let lantern_info = match &*kind {
ItemKind::Lantern(lantern) => {
Some((lantern.color(), lantern.strength()))
},
_ => None,
};
(is_equippable, lantern_info)
});
if is_equippable {
if let Some(lantern_info) = lantern_info {
swap_lantern(&mut data.light_emitters, entity, lantern_info);
}
if let Some(pos) = data.positions.get(entity) {
dropped_items.extend(
inventory.equip(slot, *data.time).into_iter().map(|item| {
(
*pos,
data.orientations
.get(entity)
.copied()
.unwrap_or_default(),
PickupItem::new(item, *data.program_time),
*uid,
)
}),
);
}
Some(InventoryUpdateEvent::Used)
} else if let Some(item) =
inventory.take(slot, &data.ability_map, &data.msm)
{
match &*item.kind() {
ItemKind::Consumable { effects, .. } => {
maybe_effect = Some(effects.clone());
Some(InventoryUpdateEvent::Consumed((&item).into()))
},
ItemKind::Throwable { kind, .. } => {
if let Some(pos) = data.positions.get(entity) {
let controller = data.controllers.get(entity);
let look_dir = controller
.map_or_else(Vec3::zero, |c| {
c.inputs.look_dir.to_vec()
});
thrown_items.push((
*pos,
data.velocities
.get(entity)
.copied()
.unwrap_or_default(),
look_dir,
*kind,
*uid,
));
}
Some(InventoryUpdateEvent::Used)
},
ItemKind::Utility {
kind: item::Utility::Collar,
..
} => {
const MAX_PETS: usize = 3;
let reinsert = if let Some(pos) = data.positions.get(entity)
{
if (&data.alignments, &data.agents, data.pets.mask())
.join()
.filter(|(alignment, _, _)| {
alignment == &&comp::Alignment::Owned(*uid)
})
.count()
>= MAX_PETS
{
true
} else if let Some(tameable_entity) = {
(
&data.entities,
&data.bodies,
&data.positions,
&data.alignments,
)
.join()
.filter(|(_, _, wild_pos, _)| {
wild_pos.0.distance_squared(pos.0)
< 5.0f32.powi(2)
})
.filter(|(_, body, _, alignment)| {
alignment == &&Alignment::Wild
&& is_tameable(body)
})
.min_by_key(|(_, _, wild_pos, _)| {
(wild_pos.0.distance_squared(pos.0) * 100.0)
as i32
})
.map(|(entity, _, _, _)| entity)
} {
emitters.emit(TamePetEvent {
owner_entity: entity,
pet_entity: tameable_entity,
});
false
} else {
true
}
} else {
true
};
if reinsert {
let _ = inventory.insert_or_stack_at(slot, item);
}
Some(InventoryUpdateEvent::Used)
},
ItemKind::RecipeGroup { .. } => {
match inventory.push_recipe_group(item) {
Ok(()) => {
if let Some(client) = data.clients.get(entity) {
client.send_fallible(
ServerGeneral::UpdateRecipes,
);
}
Some(InventoryUpdateEvent::Used)
},
Err(item) => {
inventory.insert_or_stack_at(slot, item).expect(
"slot was just vacated of item, so it \
definitely fits there.",
);
None
},
}
},
_ => {
inventory.insert_or_stack_at(slot, item).expect(
"slot was just vacated of item, so it definitely fits \
there.",
);
None
},
}
} else {
None
}
},
Slot::Equip(slot) => {
if slot == slot::EquipSlot::Lantern {
snuff_lantern(&mut data.light_emitters, entity);
}
if let Some(pos) = data.positions.get(entity) {
// Unequip the item, any items that no longer fit within the
// inventory (due to unequipping a
// bag for example) will be dropped on the floor
if let Ok(Some(leftover_items)) =
inventory.unequip(slot, *data.time)
{
dropped_items.extend(leftover_items.into_iter().map(|item| {
(
*pos,
data.orientations
.get(entity)
.copied()
.unwrap_or_default(),
PickupItem::new(item, *data.program_time),
*uid,
)
}));
}
}
Some(InventoryUpdateEvent::Used)
},
// Items in overflow slots cannot be used
Slot::Overflow(_) => None,
};
if let Some(effects) = maybe_effect {
match effects {
item::Effects::Any(effects) => {
if let Some(effect) = effects.into_iter().choose(&mut rng) {
emit_effect_events(
&mut emitters,
*data.time,
entity,
effect,
None,
data.inventories.get(entity),
&data.msm,
data.character_states.get(entity),
data.stats.get(entity),
data.masses.get(entity),
None,
);
}
},
item::Effects::All(effects) => {
for effect in effects {
emit_effect_events(
&mut emitters,
*data.time,
entity,
effect,
None,
data.inventories.get(entity),
&data.msm,
data.character_states.get(entity),
data.stats.get(entity),
data.masses.get(entity),
None,
);
}
},
item::Effects::One(effect) => {
emit_effect_events(
&mut emitters,
*data.time,
entity,
effect,
None,
data.inventories.get(entity),
&data.msm,
data.character_states.get(entity),
data.stats.get(entity),
data.masses.get(entity),
None,
);
},
}
}
if let Some(event) = event {
data.inventory_updates
.insert(entity, comp::InventoryUpdate::new(event))
.expect("We know entity exists since we got its inventory.");
}
},
comp::InventoryManip::Swap(a, b) => {
use item::ItemKind;
if let Some(lantern_info) = match (a, b) {
// Only current possible lantern swap is between Slot::Inventory and
// Slot::Equip add more cases if needed
(Slot::Equip(slot::EquipSlot::Lantern), Slot::Inventory(slot))
| (Slot::Inventory(slot), Slot::Equip(slot::EquipSlot::Lantern)) => {
inventory.get(slot).and_then(|i| match &*i.kind() {
ItemKind::Lantern(lantern) => {
Some((lantern.color(), lantern.strength()))
},
_ => None,
})
},
_ => None,
} {
swap_lantern(&mut data.light_emitters, entity, lantern_info);
}
if let Some(pos) = data.positions.get(entity) {
let mut merged_stacks = false;
// If both slots have items and we're attempting to drag from one stack
// into another, stack the items.
if let (Slot::Inventory(slot_a), Slot::Inventory(slot_b)) = (a, b) {
merged_stacks |= inventory.merge_stack_into(slot_a, slot_b);
}
// If the stacks weren't mergable carry out a swap.
if !merged_stacks {
dropped_items.extend(inventory.swap(a, b, *data.time).into_iter().map(
|item| {
(
*pos,
data.orientations.get(entity).copied().unwrap_or_default(),
PickupItem::new(item, *data.program_time),
*uid,
)
},
));
}
}
data.inventory_updates
.insert(
entity,
comp::InventoryUpdate::new(InventoryUpdateEvent::Swapped),
)
.expect("We know entity exists since we got its inventory.");
},
comp::InventoryManip::SplitSwap(slot, target) => {
// If both slots have items and we're attempting to split from one stack
// into another, ensure that they are the same type of item. If they are
// the same type do nothing, as you don't want to overwrite the existing item.
if let (
Slot::Inventory(source_inv_slot_id),
Slot::Inventory(target_inv_slot_id),
) = (slot, target)
{
if let Some(source_item) = inventory.get(source_inv_slot_id) {
if let Some(target_item) = inventory.get(target_inv_slot_id) {
if source_item != target_item {
continue;
}
}
}
}
let item = match slot {
Slot::Inventory(slot) => {
inventory.take_half(slot, &data.ability_map, &data.msm)
},
Slot::Equip(_) => None,
Slot::Overflow(_) => None,
};
if let Some(item) = item {
if let Slot::Inventory(target) = target {
inventory.insert_or_stack_at(target, item).ok();
}
}
data.inventory_updates
.insert(
entity,
comp::InventoryUpdate::new(InventoryUpdateEvent::Swapped),
)
.expect("We know entity exists since we got its inventory.");
},
comp::InventoryManip::Drop(slot) => {
let item = match slot {
Slot::Inventory(slot) => inventory.remove(slot),
Slot::Equip(slot) => inventory.replace_loadout_item(slot, None, *data.time),
Slot::Overflow(slot) => inventory.overflow_remove(slot),
};
// FIXME: We should really require the drop and write to be atomic!
if let (Some(mut item), Some(pos)) = (item, data.positions.get(entity)) {
item.put_in_world();
dropped_items.push((
*pos,
data.orientations.get(entity).copied().unwrap_or_default(),
PickupItem::new(item, *data.program_time),
*uid,
));
}
data.inventory_updates
.insert(
entity,
comp::InventoryUpdate::new(InventoryUpdateEvent::Dropped),
)
.expect("We know entity exists since we got its inventory.");
},
comp::InventoryManip::SplitDrop(slot) => {
let item = match slot {
Slot::Inventory(slot) => {
inventory.take_half(slot, &data.ability_map, &data.msm)
},
Slot::Equip(_) => None,
Slot::Overflow(o) => {
inventory.overflow_take_half(o, &data.ability_map, &data.msm)
},
};
// FIXME: We should really require the drop and write to be atomic!
if let (Some(mut item), Some(pos)) = (item, data.positions.get(entity)) {
item.put_in_world();
dropped_items.push((
*pos,
data.orientations.get(entity).copied().unwrap_or_default(),
PickupItem::new(item, *data.program_time),
*uid,
));
}
data.inventory_updates
.insert(
entity,
comp::InventoryUpdate::new(InventoryUpdateEvent::Dropped),
)
.expect("We know entity exists since we got its inventory.");
},
comp::InventoryManip::CraftRecipe {
craft_event,
craft_sprite,
} => {
use comp::controller::CraftEvent;
use recipe::ComponentKey;
let get_craft_sprite = |sprite_pos: Option<VolumePos>| {
sprite_pos
.filter(|pos| {
let entity_cylinder = get_cylinder(entity);
let in_range = within_pickup_range(entity_cylinder, || {
pos.get_block_and_transform(
&data.terrain,
&data.id_maps,
|e| {
data.positions
.get(e)
.copied()
.zip(data.orientations.get(e).copied())
},
&data.colliders,
)
.map(|(mat, _, _)| mat.mul_point(Vec3::broadcast(0.5)))
});
if !in_range {
debug!(
?entity_cylinder,
"Failed to craft recipe as not within range of required \
sprite, sprite pos: {:?}",
pos
);
}
in_range
})
.and_then(|pos| {
pos.get_block(&data.terrain, &data.id_maps, &data.colliders)
})
.and_then(|block| block.get_sprite())
};
let crafted_items = match craft_event {
CraftEvent::Simple {
recipe,
slots,
amount,
} => {
let filtered_recipe = inventory
.get_recipe(&recipe, &data.rbm)
.cloned()
.filter(|r| {
if let Some(needed_sprite) = r.craft_sprite {
let sprite = get_craft_sprite(craft_sprite);
Some(needed_sprite) == sprite
} else {
true
}
});
if let Some(recipe) = filtered_recipe {
let items = (0..amount)
.filter_map(|_| {
recipe
.craft_simple(
&mut inventory,
slots.clone(),
&data.ability_map,
&data.msm,
)
.ok()
})
.flatten()
.collect::<Vec<_>>();
if items.is_empty() { None } else { Some(items) }
} else {
None
}
},
CraftEvent::Salvage(slot) => {
let sprite = get_craft_sprite(craft_sprite);
if matches!(sprite, Some(SpriteKind::DismantlingBench)) {
recipe::try_salvage(
&mut inventory,
slot,
&data.ability_map,
&data.msm,
)
.ok()
} else {
None
}
},
CraftEvent::ModularWeapon {
primary_component,
secondary_component,
} => {
let sprite = get_craft_sprite(craft_sprite);
if matches!(sprite, Some(SpriteKind::CraftingBench)) {
recipe::modular_weapon(
&mut inventory,
primary_component,
secondary_component,
&data.ability_map,
&data.msm,
)
.ok()
.map(|item| vec![item])
} else {
None
}
},
CraftEvent::ModularWeaponPrimaryComponent {
toolkind,
material,
modifier,
slots,
} => {
let component_recipes = default_component_recipe_book().read();
let item_id = |slot| {
inventory.get(slot).and_then(|item| {
item.item_definition_id().itemdef_id().map(String::from)
})
};
if let Some(material_item_id) = item_id(material) {
component_recipes
.get(&ComponentKey {
toolkind,
material: material_item_id,
modifier: modifier.and_then(item_id),
})
.filter(|r| {
let sprite = if let Some(needed_sprite) = r.craft_sprite {
let sprite = get_craft_sprite(craft_sprite);
Some(needed_sprite) == sprite
} else {
true
};
let known = inventory.recipe_is_known(&r.recipe_book_key);
sprite && known
})
.and_then(|r| {
r.craft_component(
&mut inventory,
material,
modifier,
slots,
&data.ability_map,
&data.msm,
)
.ok()
})
} else {
None
}
},
CraftEvent::Repair { item, slots } => {
let repair_recipes = default_repair_recipe_book().read();
let sprite = get_craft_sprite(craft_sprite);
if matches!(sprite, Some(SpriteKind::RepairBench)) {
let _ = repair_recipes.repair_item(
&mut inventory,
item,
slots,
&data.ability_map,
&data.msm,
);
}
None
},
};
// Attempt to insert items into inventory, dropping them if there is not enough
// space
let items_were_crafted = if let Some(crafted_items) = crafted_items {
let mut dropped: Vec<PickupItem> = Vec::new();
for item in crafted_items {
if let Err((item, _inserted)) = inventory.push(item) {
let item = PickupItem::new(item, *data.program_time);
if let Some(can_merge) =
dropped.iter_mut().find(|other| other.can_merge(&item))
{
can_merge
.try_merge(item)
.expect("We know these items can be merged");
} else {
dropped.push(item);
}
}
}
if !dropped.is_empty()
&& let Some(pos) = data.positions.get(entity)
{
for item in dropped {
dropped_items.push((
*pos,
data.orientations.get(entity).copied().unwrap_or_default(),
item,
*uid,
));
}
}
true
} else {
false
};
// FIXME: We should really require the drop and write to be atomic!
if items_were_crafted {
let _ = data.inventory_updates.insert(
entity,
comp::InventoryUpdate::new(InventoryUpdateEvent::Craft),
);
}
},
comp::InventoryManip::Sort => {
inventory.sort();
},
comp::InventoryManip::SwapEquippedWeapons => {
inventory.swap_equipped_weapons(*data.time);
},
}
if data.trades.in_mutable_trade(uid) {
// manipulating the inventory mutated the trade, so reset the accept flags
data.trades.implicit_mutation_occurred(uid);
}
}
// Drop items, Debug items should simply disappear when dropped
for (pos, ori, mut item, owner) in dropped_items
.into_iter()
.filter(|(_, _, i, _)| !matches!(i.item().quality(), item::Quality::Debug))
{
item.remove_debug_items();
emitters.emit(CreateItemDropEvent {
pos,
vel: comp::Vel::default(),
ori,
item,
loot_owner: Some(LootOwner::new(LootOwnerKind::Player(owner), true)),
})
}
let mut rng = rand::thread_rng();
// Throw items
for (pos, vel, look_dir, kind, owner) in thrown_items {
let vel = match kind {
item::Throwable::Firework(_) => Vec3::new(
rng.gen_range(-15.0..15.0),
rng.gen_range(-15.0..15.0),
rng.gen_range(80.0..110.0),
),
_ => vel.0 + look_dir * 20.0,
};
emitters.emit(CreateObjectEvent {
pos: comp::Pos(pos.0 + Vec3::unit_z() * 0.25),
vel: comp::Vel(vel),
body: match kind {
item::Throwable::Bomb => comp::object::Body::Bomb,
item::Throwable::SurpriseEgg => comp::object::Body::SurpriseEgg,
item::Throwable::Firework(reagent) => comp::object::Body::for_firework(reagent),
item::Throwable::TrainingDummy => comp::object::Body::TrainingDummy,
},
object: match kind {
item::Throwable::Bomb => Some(comp::Object::Bomb { owner: Some(owner) }),
item::Throwable::Firework(reagent) => Some(comp::Object::Firework {
owner: Some(owner),
reagent,
}),
item::Throwable::SurpriseEgg => {
Some(comp::Object::SurpriseEgg { owner: Some(owner) })
},
item::Throwable::TrainingDummy => None,
},
light_emitter: match kind {
item::Throwable::Firework(_) => Some(LightEmitter {
animated: true,
flicker: 2.0,
strength: 2.0,
col: Rgb::new(1.0, 1.0, 0.0),
}),
_ => None,
},
stats: match kind {
item::Throwable::TrainingDummy => Some(comp::Stats::new(
"Training Dummy".to_string(),
Body::Object(common::comp::object::Body::TrainingDummy),
)),
_ => None,
},
item: None,
});
}
}
}
fn within_pickup_range<S: FindDist<find_dist::Cylinder>>(
entity_cylinder: Option<find_dist::Cylinder>,
shape_fn: impl FnOnce() -> Option<S>,
) -> bool {
entity_cylinder
.and_then(|entity_cylinder| {
shape_fn().map(|shape| shape.min_distance(entity_cylinder) < MAX_PICKUP_RANGE)
})
.unwrap_or(false)
}
fn announce_loot_to_group(
group_id: &Group,
entity: EcsEntity,
item: comp::FrontendItem,
clients: &ReadStorage<Client>,
uids: &ReadStorage<Uid>,
groups: &ReadStorage<comp::Group>,
alignments: &ReadStorage<comp::Alignment>,
entities: &Entities,
ability_map: &AbilityMap,
msm: &MaterialStatManifest,
) {
if let Some(uid) = uids.get(entity) {
members(*group_id, groups, entities, alignments, uids)
.filter(|(member_e, _)| member_e != &entity)
.for_each(|(e, _)| {
clients.get(e).map(|c| {
c.send_fallible(ServerGeneral::GroupInventoryUpdate(
item.duplicate(ability_map, msm),
*uid,
));
});
});
}
}
#[cfg(test)]
mod tests {
use vek::Vec3;
use common::comp::Pos;
use find_dist::*;
use super::*;
// Helper function
fn test_cylinder(pos: Pos) -> Option<Cylinder> {
Some(Cylinder::from_components(pos.0, None, None, None))
}
#[test]
fn pickup_distance_within_range() {
let position = Pos(Vec3::zero());
let item_position = Pos(Vec3::one());
assert!(within_pickup_range(test_cylinder(position), || {
test_cylinder(item_position)
},),);
}
#[test]
fn pickup_distance_not_within_range() {
let position = Pos(Vec3::zero());
let item_position = Pos(Vec3::one() * 500.0);
assert!(!within_pickup_range(test_cylinder(position), || {
test_cylinder(item_position)
},),);
}
}