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}