183 lines
5.7 KiB
Rust
183 lines
5.7 KiB
Rust
use crate::container_click::MouseClick;
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use crate::drag_handler::DragHandler;
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use crate::{handle_item_change, Container, InventoryError, WindowType};
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use pumpkin_world::item::ItemStack;
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#[allow(dead_code)]
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#[derive(Debug)]
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pub struct PlayerInventory {
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// Main Inventory + Hotbar
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crafting: [Option<ItemStack>; 4],
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crafting_output: Option<ItemStack>,
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items: [Option<ItemStack>; 36],
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armor: [Option<ItemStack>; 4],
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offhand: Option<ItemStack>,
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// current selected slot in hotbar
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selected: usize,
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state_id: i32,
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pub total_opened_containers: u8,
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}
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impl Default for PlayerInventory {
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fn default() -> Self {
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Self::new()
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}
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}
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impl PlayerInventory {
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pub fn new() -> Self {
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Self {
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crafting: [None; 4],
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crafting_output: None,
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items: [None; 36],
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armor: [None; 4],
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offhand: None,
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// TODO: What when player spawns in with an different index ?
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selected: 0,
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state_id: 0,
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total_opened_containers: 2,
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}
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}
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/// Set the contents of an item in a slot
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///
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/// ## Slot
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/// The slot according to https://wiki.vg/Inventory#Player_Inventory
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///
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/// ## Item
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/// The optional item to place in the slot
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///
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/// ## Item allowed override
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/// An override, which when enabled, makes it so that invalid items, can be placed in slots they normally can't.
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/// Useful functionality for plugins in the future.
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pub fn set_slot(&mut self, slot: usize, item: Option<ItemStack>, item_allowed_override: bool) {
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match slot {
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0 => {
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// TODO: Add crafting check here
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self.crafting_output = item
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}
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1..=4 => self.crafting[slot - 1] = item,
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5..=8 => {
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match item {
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None => self.armor[slot - 5] = None,
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Some(item) => {
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// TODO: Replace asserts with error handling
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match slot - 5 {
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0 => {
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assert!(item.is_helmet() || item_allowed_override);
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self.armor[0] = Some(item);
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}
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1 => {
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assert!(item.is_chestplate() || item_allowed_override);
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self.armor[1] = Some(item)
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}
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2 => {
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assert!(item.is_leggings() || item_allowed_override);
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self.armor[2] = Some(item);
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}
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3 => {
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assert!(item.is_boots() || item_allowed_override);
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self.armor[3] = Some(item)
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}
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_ => unreachable!(),
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}
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}
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}
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}
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9..=44 => {
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self.items[slot - 9] = item;
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}
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45 => {
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self.offhand = item;
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}
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_ => unreachable!(),
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}
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}
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pub fn get_slot(&mut self, slot: usize) -> Result<&mut Option<ItemStack>, InventoryError> {
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match slot {
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0 => {
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// TODO: Add crafting check here
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Ok(&mut self.crafting_output)
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}
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1..=4 => Ok(&mut self.crafting[slot - 1]),
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5..=8 => Ok(&mut self.armor[slot - 5]),
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9..=44 => Ok(&mut self.items[slot - 9]),
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45 => Ok(&mut self.offhand),
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_ => Err(InventoryError::InvalidSlot),
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}
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}
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pub fn set_selected(&mut self, slot: usize) {
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assert!((0..9).contains(&slot));
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self.selected = slot;
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}
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pub fn held_item(&self) -> Option<&ItemStack> {
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debug_assert!((0..9).contains(&self.selected));
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self.items[self.selected + 36 - 9].as_ref()
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}
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pub fn slots(&self) -> Vec<Option<&ItemStack>> {
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let mut slots = vec![self.crafting_output.as_ref()];
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slots.extend(self.crafting.iter().map(|c| c.as_ref()));
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slots.extend(self.armor.iter().map(|c| c.as_ref()));
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slots.extend(self.items.iter().map(|c| c.as_ref()));
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slots.push(self.offhand.as_ref());
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slots
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}
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pub fn slots_mut(&mut self) -> Vec<&mut Option<ItemStack>> {
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let mut slots = vec![&mut self.crafting_output];
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slots.extend(self.crafting.iter_mut());
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slots.extend(self.armor.iter_mut());
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slots.extend(self.items.iter_mut());
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slots.push(&mut self.offhand);
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slots
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}
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}
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impl Container for PlayerInventory {
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fn window_type(&self) -> &'static WindowType {
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&WindowType::Generic9x1
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}
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fn handle_item_change(
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&mut self,
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carried_slot: &mut Option<ItemStack>,
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slot: usize,
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mouse_click: MouseClick,
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) -> Result<(), InventoryError> {
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let item_slot = self.get_slot(slot)?;
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handle_item_change(carried_slot, item_slot, mouse_click);
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Ok(())
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}
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fn all_slots(&mut self) -> Vec<&mut Option<ItemStack>> {
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self.slots_mut()
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}
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fn all_slots_ref(&self) -> Vec<Option<&ItemStack>> {
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self.slots()
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}
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fn all_combinable_slots(&self) -> Vec<Option<&ItemStack>> {
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self.items.iter().map(|item| item.as_ref()).collect()
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}
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fn all_combinable_slots_mut(&mut self) -> Vec<&mut Option<ItemStack>> {
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self.items.iter_mut().collect()
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}
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fn advance_state_id(&mut self) -> i32 {
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self.state_id += 1;
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self.state_id
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}
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fn reset_state_id(&mut self) {
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self.state_id = 0;
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}
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fn state_id(&self) -> i32 {
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self.state_id
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}
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}
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