77 lines
2.5 KiB
Rust
77 lines
2.5 KiB
Rust
use std::sync::Arc;
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use tokio::sync::Mutex;
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use crate::block::entities::BlockEntity;
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use pumpkin_data::translation;
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use pumpkin_inventory::player::player_inventory::PlayerInventory;
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use pumpkin_inventory::screen_handler::{
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BoxFuture, InventoryPlayer, ScreenHandlerFactory, SharedScreenHandler,
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};
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use pumpkin_macros::pumpkin_block;
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use pumpkin_util::text::TextComponent;
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use pumpkin_world::inventory::Inventory;
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use crate::block::registry::BlockActionResult;
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use crate::block::{BlockBehaviour, NormalUseArgs};
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// Create the factory just like ChestScreenFactory
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struct BeaconScreenFactory(Arc<dyn Inventory>);
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impl ScreenHandlerFactory for BeaconScreenFactory {
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fn create_screen_handler<'a>(
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&'a self,
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sync_id: u8,
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player_inventory: &'a Arc<PlayerInventory>,
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_player: &'a dyn InventoryPlayer,
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) -> BoxFuture<'a, Option<SharedScreenHandler>> {
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Box::pin(async move {
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// Assumes create_beacon_handler exists in your generic_container_screen_handler equivalent
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use pumpkin_inventory::beacon_screen_handler::create_beacon_handler;
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let concrete_handler =
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create_beacon_handler(sync_id, player_inventory, self.0.clone()).await;
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let concrete_arc = Arc::new(Mutex::new(concrete_handler));
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Some(concrete_arc as SharedScreenHandler)
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})
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}
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fn get_display_name(&self) -> TextComponent {
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pumpkin_macros::translate_cross!(
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translation::java::CONTAINER_BEACON,
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translation::bedrock::CONTAINER_BEACON
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)
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}
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}
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#[pumpkin_block("minecraft:beacon")]
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pub struct BeaconBlock;
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impl BlockBehaviour for BeaconBlock {
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fn normal_use(&self, args: NormalUseArgs<'_>) -> BlockActionResult {
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let block_entity = args.world.get_block_entity(args.position);
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// Extract the inventory from the entity
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let Some(inventory) = block_entity.and_then(BlockEntity::get_inventory) else {
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return BlockActionResult::Fail;
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};
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args.player.increment_stat(
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pumpkin_data::statistic::StatisticCategory::Custom,
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pumpkin_data::statistic::CustomStatistic::InteractWithBeacon as i32,
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1,
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);
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// Open the screen using the factory
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let player = Arc::clone(args.player);
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let pos = *args.position;
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tokio::spawn(async move {
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player
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.open_handled_screen(&BeaconScreenFactory(inventory), Some(pos))
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.await;
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});
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BlockActionResult::Success
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}
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}
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