Pumpkin/pumpkin-inventory/src/beacon_screen_handler.rs

137 lines
4.4 KiB
Rust

use std::{any::Any, sync::Arc};
use pumpkin_data::{item_stack::ItemStack, screen::WindowType};
use pumpkin_world::inventory::Inventory;
use crate::{
player::player_inventory::PlayerInventory,
screen_handler::{
InventoryPlayer, ItemStackFuture, ScreenHandler, ScreenHandlerBehaviour,
ScreenHandlerFuture,
},
slot::NormalSlot,
};
/// Creates a beacon container screen handler.
///
/// Beacons feature a single payment slot and a specialized UI for selecting status effects.
pub async fn create_beacon_handler(
sync_id: u8,
player_inventory: &Arc<PlayerInventory>,
inventory: Arc<dyn Inventory>,
) -> BeaconScreenHandler {
BeaconScreenHandler::new(sync_id, player_inventory, inventory).await
}
/// Screen handler specifically for Beacon blocks.
pub struct BeaconScreenHandler {
/// The beacon's inventory (contains exactly 1 slot for payment).
pub inventory: Arc<dyn Inventory>,
/// Core screen handler behavior (slots, sync ID, listeners).
behaviour: ScreenHandlerBehaviour,
}
impl BeaconScreenHandler {
/// Creates a new beacon screen handler.
async fn new(
sync_id: u8,
player_inventory: &Arc<PlayerInventory>,
inventory: Arc<dyn Inventory>,
) -> Self {
let mut handler = Self {
inventory: inventory.clone(),
behaviour: ScreenHandlerBehaviour::new(sync_id, Some(WindowType::Beacon)),
};
inventory.on_open().await;
// Add the single payment slot for the beacon (slot 0)
handler.add_slot(Arc::new(NormalSlot::new(handler.inventory.clone(), 0)));
// Add the player's inventory slots (27 slots + 9 hotbar)
let player_inventory_arc: Arc<dyn Inventory> = player_inventory.clone();
handler.add_player_slots(&player_inventory_arc);
handler
}
}
impl ScreenHandler for BeaconScreenHandler {
fn as_any(&self) -> &dyn Any {
self
}
fn as_any_mut(&mut self) -> &mut dyn Any {
self
}
fn get_behaviour(&self) -> &ScreenHandlerBehaviour {
&self.behaviour
}
fn get_behaviour_mut(&mut self) -> &mut ScreenHandlerBehaviour {
&mut self.behaviour
}
fn on_closed<'a>(&'a mut self, player: &'a dyn InventoryPlayer) -> ScreenHandlerFuture<'a, ()> {
Box::pin(async move {
self.default_on_closed(player).await;
self.inventory.on_close().await;
})
}
/// Quick move logic specifically for the beacon UI.
///
/// - From beacon payment slot (0): Move to player inventory
/// - From player inventory (1+): Move to beacon payment slot
fn quick_move<'a>(
&'a mut self,
_player: &'a dyn InventoryPlayer,
slot_index: i32,
) -> ItemStackFuture<'a> {
Box::pin(async move {
let mut stack_left = ItemStack::EMPTY.clone();
let slot = self.get_behaviour().slots[slot_index as usize].clone();
if slot.has_stack().await {
let slot_stack_lock = slot.get_stack().await;
let slot_stack_guard = slot_stack_lock.lock().await;
stack_left = slot_stack_guard.clone();
drop(slot_stack_guard);
let mut slot_stack_mut = slot_stack_lock.lock().await;
if slot_index == 0 {
// Move from the single beacon slot to the player inventory (slots 1 to end)
if !self
.insert_item(
&mut slot_stack_mut,
1,
self.get_behaviour().slots.len() as i32,
true,
)
.await
{
return ItemStack::EMPTY.clone();
}
} else {
// Move from player inventory into the beacon payment slot (slot 0)
if !self.insert_item(&mut slot_stack_mut, 0, 1, false).await {
return ItemStack::EMPTY.clone();
}
}
if slot_stack_mut.is_empty() {
drop(slot_stack_mut);
slot.set_stack(ItemStack::EMPTY.clone()).await;
} else {
drop(slot_stack_mut);
slot.mark_dirty().await;
}
}
stack_left
})
}
}