Pumpkin/pumpkin-inventory/src/player/player_inventory.rs
2025-12-04 23:50:00 +01:00

437 lines
13 KiB
Rust

use crate::entity_equipment::EntityEquipment;
use crate::screen_handler::InventoryPlayer;
use pumpkin_data::data_component_impl::EquipmentSlot;
use pumpkin_protocol::java::client::play::CSetPlayerInventory;
use pumpkin_util::Hand;
use pumpkin_world::inventory::{Clearable, Inventory};
use pumpkin_world::inventory::{InventoryFuture, split_stack};
use pumpkin_world::item::ItemStack;
use std::any::Any;
use std::array::from_fn;
use std::collections::HashMap;
use std::pin::Pin;
use std::sync::Arc;
use std::sync::atomic::{AtomicU8, Ordering};
use tokio::sync::Mutex;
#[derive(Debug)]
pub struct PlayerInventory {
pub main_inventory: [Arc<Mutex<ItemStack>>; Self::MAIN_SIZE],
pub equipment_slots: Arc<HashMap<usize, EquipmentSlot>>,
selected_slot: AtomicU8,
pub entity_equipment: Arc<Mutex<EntityEquipment>>,
}
impl PlayerInventory {
pub const MAIN_SIZE: usize = 36;
const HOTBAR_SIZE: usize = 9;
pub const OFF_HAND_SLOT: usize = 40;
// TODO: Add inventory load from nbt
pub fn new(
entity_equipment: Arc<Mutex<EntityEquipment>>,
equipment_slots: Arc<HashMap<usize, EquipmentSlot>>,
) -> Self {
Self {
// Normal syntax can't be used here because Arc doesn't implement Copy
main_inventory: from_fn(|_| Arc::new(Mutex::new(ItemStack::EMPTY.clone()))),
equipment_slots,
selected_slot: AtomicU8::new(0),
entity_equipment,
}
}
/// getSelectedStack in source
pub fn held_item(&self) -> Arc<Mutex<ItemStack>> {
self.main_inventory
.get(self.get_selected_slot() as usize)
.unwrap()
.clone()
}
pub async fn get_stack_in_hand(&self, hand: Hand) -> Arc<Mutex<ItemStack>> {
match hand {
Hand::Left => self.off_hand_item().await,
Hand::Right => self.held_item(),
}
}
/// getOffHandStack in source
pub async fn off_hand_item(&self) -> Arc<Mutex<ItemStack>> {
let slot = self
.equipment_slots
.get(&PlayerInventory::OFF_HAND_SLOT)
.unwrap();
self.entity_equipment.lock().await.get(slot)
}
pub async fn swap_item(&self) -> (ItemStack, ItemStack) {
let slot = self
.equipment_slots
.get(&PlayerInventory::OFF_HAND_SLOT)
.unwrap();
let mut equipment = self.entity_equipment.lock().await;
let binding = self.held_item();
let mut main_hand_item = binding.lock().await;
let off_hand_item = main_hand_item.clone();
*main_hand_item = equipment.put(slot, off_hand_item.clone()).await;
(main_hand_item.clone(), off_hand_item)
}
pub fn is_valid_hotbar_index(slot: usize) -> bool {
slot < Self::HOTBAR_SIZE
}
async fn add_stack(&self, stack: ItemStack) -> usize {
let mut slot_index = self.get_occupied_slot_with_room_for_stack(&stack).await;
if slot_index == -1 {
slot_index = self.get_empty_slot().await;
}
if slot_index == -1 {
stack.item_count as usize
} else {
return self.add_stack_to_slot(slot_index as usize, stack).await;
}
}
async fn add_stack_to_slot(&self, slot: usize, stack: ItemStack) -> usize {
let mut stack_count = stack.item_count;
let binding = self.get_stack(slot).await;
let mut self_stack = binding.lock().await;
if self_stack.is_empty() {
*self_stack = stack.copy_with_count(0);
//self.set_stack(slot, self_stack).await;
}
let count_left = self_stack.get_max_stack_size() - self_stack.item_count;
let count_min = stack_count.min(count_left);
if count_min == 0 {
stack_count as usize
} else {
stack_count -= count_min;
self_stack.increment(count_min);
stack_count as usize
}
}
async fn get_empty_slot(&self) -> i16 {
for i in 0..Self::MAIN_SIZE {
if self.main_inventory[i].lock().await.is_empty() {
return i as i16;
}
}
-1
}
fn can_stack_add_more(&self, existing_stack: &ItemStack, stack: &ItemStack) -> bool {
!existing_stack.is_empty()
&& existing_stack.are_items_and_components_equal(stack)
&& existing_stack.is_stackable()
&& existing_stack.item_count < existing_stack.get_max_stack_size()
}
async fn get_occupied_slot_with_room_for_stack(&self, stack: &ItemStack) -> i16 {
if self.can_stack_add_more(
&*self
.get_stack(self.get_selected_slot() as usize)
.await
.lock()
.await,
stack,
) {
self.get_selected_slot() as i16
} else if self.can_stack_add_more(
&*self.get_stack(Self::OFF_HAND_SLOT).await.lock().await,
stack,
) {
Self::OFF_HAND_SLOT as i16
} else {
for i in 0..Self::MAIN_SIZE {
if self.can_stack_add_more(&*self.main_inventory[i].lock().await, stack) {
return i as i16;
}
}
-1
}
}
pub async fn insert_stack_anywhere(&self, stack: &mut ItemStack) -> bool {
self.insert_stack(-1, stack).await
}
pub async fn insert_stack(&self, slot: i16, stack: &mut ItemStack) -> bool {
if stack.is_empty() {
return false;
}
// TODO: if (stack.isDamaged()) {
let mut i;
loop {
i = stack.item_count;
if slot == -1 {
stack.set_count(self.add_stack(stack.clone()).await as u8);
} else {
stack.set_count(self.add_stack_to_slot(slot as usize, stack.clone()).await as u8);
}
if stack.is_empty() || stack.item_count >= i {
break;
}
}
// TODO: Creative mode check
stack.item_count < i
}
pub async fn get_slot_with_stack(&self, stack: &ItemStack) -> i16 {
for i in 0..Self::MAIN_SIZE {
if !self.main_inventory[i].lock().await.is_empty()
&& self.main_inventory[i]
.lock()
.await
.are_items_and_components_equal(stack)
{
return i as i16;
}
}
-1
}
pub async fn get_swappable_hotbar_slot(&self) -> usize {
let selected_slot = self.get_selected_slot() as usize;
for i in 0..Self::HOTBAR_SIZE {
let check_index = (i + selected_slot) % 9;
if self.main_inventory[check_index].lock().await.is_empty() {
return check_index;
}
}
for i in 0..Self::HOTBAR_SIZE {
let check_index = (i + selected_slot) % 9;
if true
/*TODO: If item has an enchantment skip it */
{
return check_index;
}
}
self.get_selected_slot() as usize
}
pub async fn swap_stack_with_hotbar(&self, stack: ItemStack) {
self.set_selected_slot(self.get_swappable_hotbar_slot().await as u8);
if !self.main_inventory[self.get_selected_slot() as usize]
.lock()
.await
.is_empty()
{
let empty_slot = self.get_empty_slot().await;
if empty_slot != -1 {
self.set_stack(
empty_slot as usize,
self.main_inventory[self.get_selected_slot() as usize]
.lock()
.await
.clone(),
)
.await;
}
}
self.set_stack(self.get_selected_slot() as usize, stack)
.await;
}
pub async fn swap_slot_with_hotbar(&self, slot: usize) {
self.set_selected_slot(self.get_swappable_hotbar_slot().await as u8);
let stack = self.main_inventory[self.get_selected_slot() as usize]
.lock()
.await
.clone();
self.set_stack(
self.get_selected_slot() as usize,
self.main_inventory[slot].lock().await.clone(),
)
.await;
self.set_stack(slot, stack).await;
}
pub async fn offer_or_drop_stack(&self, stack: ItemStack, player: &dyn InventoryPlayer) {
self.offer(stack, true, player).await;
}
pub async fn offer(&self, stack: ItemStack, notify_client: bool, player: &dyn InventoryPlayer) {
let mut stack = stack;
while !stack.is_empty() {
let mut room_for_stack = self.get_occupied_slot_with_room_for_stack(&stack).await;
if room_for_stack == -1 {
room_for_stack = self.get_empty_slot().await;
}
if room_for_stack == -1 {
player.drop_item(stack, false).await;
break;
}
let items_fit = stack.get_max_stack_size()
- self
.get_stack(room_for_stack as usize)
.await
.lock()
.await
.item_count;
if self
.insert_stack(room_for_stack, &mut stack.split(items_fit))
.await
&& notify_client
{
player
.enqueue_slot_set_packet(&CSetPlayerInventory::new(
(room_for_stack as i32).into(),
&stack.clone().into(),
))
.await;
}
}
}
}
impl Clearable for PlayerInventory {
fn clear(&self) -> Pin<Box<dyn Future<Output = ()> + Send + '_>> {
Box::pin(async move {
for item in self.main_inventory.iter() {
*item.lock().await = ItemStack::EMPTY.clone();
}
self.entity_equipment.lock().await.clear();
})
}
}
impl Inventory for PlayerInventory {
fn size(&self) -> usize {
self.main_inventory.len() + self.equipment_slots.len()
}
fn is_empty(&self) -> InventoryFuture<'_, bool> {
Box::pin(async move {
for item in self.main_inventory.iter() {
if !item.lock().await.is_empty() {
return false;
}
}
for slot in self.equipment_slots.values() {
if !self
.entity_equipment
.lock()
.await
.get(slot)
.lock()
.await
.is_empty()
{
return false;
}
}
true
})
}
fn get_stack(&self, slot: usize) -> InventoryFuture<'_, Arc<Mutex<ItemStack>>> {
Box::pin(async move {
if slot < self.main_inventory.len() {
self.main_inventory[slot].clone()
} else {
let slot = self.equipment_slots.get(&slot).unwrap();
self.entity_equipment.lock().await.get(slot)
}
})
}
fn remove_stack_specific(&self, slot: usize, amount: u8) -> InventoryFuture<'_, ItemStack> {
Box::pin(async move {
if slot < self.main_inventory.len() {
split_stack(&self.main_inventory, slot, amount).await
} else {
let slot = self.equipment_slots.get(&slot).unwrap();
let equipment = self.entity_equipment.lock().await.get(slot);
let mut stack = equipment.lock().await;
if !stack.is_empty() {
return stack.split(amount);
}
ItemStack::EMPTY.clone()
}
})
}
fn remove_stack(&self, slot: usize) -> InventoryFuture<'_, ItemStack> {
Box::pin(async move {
if slot < self.main_inventory.len() {
let mut removed = ItemStack::EMPTY.clone();
let mut guard = self.main_inventory[slot].lock().await;
std::mem::swap(&mut removed, &mut *guard);
removed
} else {
let slot = self.equipment_slots.get(&slot).unwrap();
self.entity_equipment
.lock()
.await
.put(slot, ItemStack::EMPTY.clone())
.await
}
})
}
fn set_stack(&self, slot: usize, stack: ItemStack) -> InventoryFuture<'_, ()> {
Box::pin(async move {
if slot < self.main_inventory.len() {
*self.main_inventory[slot].lock().await = stack;
} else {
match self.equipment_slots.get(&slot) {
Some(slot) => {
self.entity_equipment.lock().await.put(slot, stack).await;
}
None => log::warn!("Failed to get Equipment Slot at {slot}"),
}
}
})
}
fn mark_dirty(&self) {}
fn as_any(&self) -> &dyn Any {
self
}
}
impl PlayerInventory {
pub fn set_selected_slot(&self, slot: u8) {
if Self::is_valid_hotbar_index(slot as usize) {
self.selected_slot.store(slot, Ordering::Relaxed);
} else {
panic!("Invalid hotbar slot: {slot}");
}
}
pub fn get_selected_slot(&self) -> u8 {
self.selected_slot.load(Ordering::Relaxed)
}
}