Pumpkin/pumpkin-inventory/src/player.rs
2024-10-31 18:35:03 +01:00

183 lines
5.6 KiB
Rust

use std::sync::atomic::AtomicU32;
use crate::container_click::MouseClick;
use crate::{handle_item_change, Container, InventoryError, WindowType};
use pumpkin_world::item::ItemStack;
pub struct PlayerInventory {
// Main Inventory + Hotbar
crafting: [Option<ItemStack>; 4],
crafting_output: Option<ItemStack>,
items: [Option<ItemStack>; 36],
armor: [Option<ItemStack>; 4],
offhand: Option<ItemStack>,
// current selected slot in hotbar
selected: usize,
pub state_id: AtomicU32,
// Notchian server wraps this value at 100, we can just keep it as a u8 that automatically wraps
pub total_opened_containers: i32,
}
impl Default for PlayerInventory {
fn default() -> Self {
Self::new()
}
}
impl PlayerInventory {
pub fn new() -> Self {
Self {
crafting: [None; 4],
crafting_output: None,
items: [None; 36],
armor: [None; 4],
offhand: None,
// TODO: What when player spawns in with an different index ?
selected: 0,
state_id: AtomicU32::new(0),
total_opened_containers: 2,
}
}
/// Set the contents of an item in a slot
///
/// ## Slot
/// The slot according to https://wiki.vg/Inventory#Player_Inventory
///
/// ## Item
/// The optional item to place in the slot
///
/// ## Item allowed override
/// An override, which when enabled, makes it so that invalid items, can be placed in slots they normally can't.
/// Useful functionality for plugins in the future.
pub fn set_slot(
&mut self,
slot: u16,
item: Option<ItemStack>,
item_allowed_override: bool,
) -> Result<(), InventoryError> {
if !(0..=45).contains(&slot) {
return Err(InventoryError::InvalidSlot);
}
match item_allowed_override {
true => {
*self.all_slots()[slot as usize] = item;
}
false => {
let slot = slot as usize;
let slot_condition = self.slot_condition(slot)?;
if let Some(item) = item {
if slot_condition(&item) {
self.all_slots()[slot] = &mut Some(item);
}
}
}
}
Ok(())
}
#[allow(clippy::type_complexity)]
pub fn slot_condition(
&self,
slot: usize,
) -> Result<Box<dyn Fn(&ItemStack) -> bool>, InventoryError> {
if !(0..=45).contains(&slot) {
return Err(InventoryError::InvalidSlot);
}
Ok(Box::new(match slot {
0..=4 | 9..=45 => |_| true,
5 => |item: &ItemStack| item.is_helmet(),
6 => |item: &ItemStack| item.is_chestplate(),
7 => |item: &ItemStack| item.is_leggings(),
8 => |item: &ItemStack| item.is_boots(),
_ => unreachable!(),
}))
}
pub fn get_slot(&mut self, slot: usize) -> Result<&mut Option<ItemStack>, InventoryError> {
match slot {
0 => {
// TODO: Add crafting check here
Ok(&mut self.crafting_output)
}
1..=4 => Ok(&mut self.crafting[slot - 1]),
5..=8 => Ok(&mut self.armor[slot - 5]),
9..=44 => Ok(&mut self.items[slot - 9]),
45 => Ok(&mut self.offhand),
_ => Err(InventoryError::InvalidSlot),
}
}
pub fn set_selected(&mut self, slot: usize) {
assert!((0..9).contains(&slot));
self.selected = slot;
}
pub fn held_item(&self) -> Option<&ItemStack> {
debug_assert!((0..9).contains(&self.selected));
self.items[self.selected + 36 - 9].as_ref()
}
pub fn slots(&self) -> Vec<Option<&ItemStack>> {
let mut slots = vec![self.crafting_output.as_ref()];
slots.extend(self.crafting.iter().map(|c| c.as_ref()));
slots.extend(self.armor.iter().map(|c| c.as_ref()));
slots.extend(self.items.iter().map(|c| c.as_ref()));
slots.push(self.offhand.as_ref());
slots
}
pub fn slots_mut(&mut self) -> Vec<&mut Option<ItemStack>> {
let mut slots = vec![&mut self.crafting_output];
slots.extend(self.crafting.iter_mut());
slots.extend(self.armor.iter_mut());
slots.extend(self.items.iter_mut());
slots.push(&mut self.offhand);
slots
}
}
impl Container for PlayerInventory {
fn window_type(&self) -> &'static WindowType {
&WindowType::Generic9x1
}
fn window_name(&self) -> &'static str {
// We never send an OpenContainer with inventory, so it has no name.
""
}
fn handle_item_change(
&mut self,
carried_slot: &mut Option<ItemStack>,
slot: usize,
mouse_click: MouseClick,
) -> Result<(), InventoryError> {
let slot_condition = self.slot_condition(slot)?;
let item_slot = self.get_slot(slot)?;
if let Some(item) = carried_slot {
if slot_condition(item) {
handle_item_change(carried_slot, item_slot, mouse_click);
}
} else {
handle_item_change(carried_slot, item_slot, mouse_click)
}
Ok(())
}
fn all_slots(&mut self) -> Vec<&mut Option<ItemStack>> {
self.slots_mut()
}
fn all_slots_ref(&self) -> Vec<Option<&ItemStack>> {
self.slots()
}
fn all_combinable_slots(&self) -> Vec<Option<&ItemStack>> {
self.items.iter().map(|item| item.as_ref()).collect()
}
fn all_combinable_slots_mut(&mut self) -> Vec<&mut Option<ItemStack>> {
self.items.iter_mut().collect()
}
}