177 lines
5.9 KiB
Rust
177 lines
5.9 KiB
Rust
use crate::container_click::MouseDragType;
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use crate::{Container, InventoryError};
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use itertools::Itertools;
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use num_traits::Euclid;
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use pumpkin_world::item::ItemStack;
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use std::collections::HashMap;
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use std::sync::{Arc, Mutex, RwLock};
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#[derive(Debug, Default)]
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pub struct DragHandler(RwLock<HashMap<u64, Arc<Mutex<Drag>>>>);
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impl DragHandler {
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pub fn new() -> Self {
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Self(RwLock::new(HashMap::new()))
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}
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pub fn new_drag(
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&self,
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container_id: u64,
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player: i32,
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drag_type: MouseDragType,
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) -> Result<(), InventoryError> {
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let drag = Drag {
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player,
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drag_type,
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slots: vec![],
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};
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let mut drags = match self.0.write() {
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Ok(drags) => drags,
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Err(_) => Err(InventoryError::LockError)?,
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};
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drags.insert(container_id, Arc::new(Mutex::new(drag)));
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Ok(())
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}
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pub fn add_slot(
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&self,
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container_id: u64,
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player: i32,
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slot: usize,
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) -> Result<(), InventoryError> {
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let drags = match self.0.read() {
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Ok(drags) => drags,
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Err(_) => Err(InventoryError::LockError)?,
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};
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match drags.get(&container_id) {
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Some(drag) => {
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let mut drag = drag.lock().unwrap();
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if drag.player != player {
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Err(InventoryError::MultiplePlayersDragging)?
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}
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if !drag.slots.contains(&slot) {
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drag.slots.push(slot);
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}
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}
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None => Err(InventoryError::OutOfOrderDragging)?,
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}
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Ok(())
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}
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pub fn apply_drag<T: Container>(
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&self,
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carried_item: &mut Option<ItemStack>,
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container: &mut T,
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container_id: &u64,
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player: i32,
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) -> Result<(), InventoryError> {
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// Minecraft client does still send dragging packets when not carrying an item!
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if carried_item.is_none() {
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return Ok(());
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}
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let Ok(mut drags) = self.0.write() else {
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Err(InventoryError::LockError)?
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};
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let Some((_, drag)) = drags.remove_entry(container_id) else {
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Err(InventoryError::OutOfOrderDragging)?
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};
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let drag = drag.lock().unwrap();
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if player != drag.player {
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Err(InventoryError::MultiplePlayersDragging)?
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}
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let mut slots = container.all_slots();
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let slots_cloned = slots
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.iter()
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.map(|stack| stack.map(|item| item.to_owned()))
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.collect_vec();
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match drag.drag_type {
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// This is only valid in Creative GameMode.
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// Checked in any function that uses this function.
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MouseDragType::Middle => {
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for slot in &drag.slots {
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*slots[*slot] = *carried_item;
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}
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}
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MouseDragType::Right => {
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let amount_of_items = carried_item.unwrap().item_count as usize;
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let mut single_item = carried_item.unwrap();
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single_item.item_count = 1;
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let changing_slots = drag.changing_slots(
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amount_of_items,
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&slots_cloned,
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carried_item.as_ref().unwrap(),
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);
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let mut amount_removed = 0;
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changing_slots.for_each(|slot| {
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amount_removed += 1;
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*slots[slot] = Some(single_item)
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});
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let mut remaining = carried_item.unwrap();
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if remaining.item_count == amount_removed {
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*carried_item = None
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} else {
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remaining.item_count -= amount_removed;
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*carried_item = Some(remaining)
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}
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}
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MouseDragType::Left => {
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let amount_of_items = carried_item.unwrap().item_count as usize;
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// TODO: Handle dragging a stack with greater amount than item allows as max unstackable
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// In that specific case, follow MouseDragType::Right behaviours instead!
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let changing_slots = drag.changing_slots(
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amount_of_items,
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&slots_cloned,
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carried_item.as_ref().unwrap(),
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);
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let amount_of_slots = changing_slots.clone().count();
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let (amount_per_slot, remainder) =
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(carried_item.unwrap().item_count as usize).div_rem_euclid(&amount_of_slots);
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let mut item_in_each_slot = carried_item.unwrap();
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item_in_each_slot.item_count = amount_per_slot as u8;
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changing_slots.for_each(|slot| *slots[slot] = Some(item_in_each_slot));
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if remainder > 0 {
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let mut remaining = carried_item.unwrap();
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remaining.item_count = remainder as u8;
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*carried_item = Some(remaining)
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} else {
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*carried_item = None
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}
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}
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}
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Ok(())
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}
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}
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#[derive(Debug)]
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struct Drag {
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player: i32,
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drag_type: MouseDragType,
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slots: Vec<usize>,
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}
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impl Drag {
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fn changing_slots<'a>(
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&'a self,
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amount_of_items: usize,
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slots: &'a [Option<ItemStack>],
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carried_item: &'a ItemStack,
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) -> impl Iterator<Item = usize> + 'a + Clone {
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self.slots
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.iter()
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.enumerate()
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.take_while(move |(slot_number, _)| *slot_number <= amount_of_items)
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.filter_map(move |(_, slot)| match &slots[*slot] {
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Some(item_slot) => {
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if *item_slot == *carried_item {
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Some(*slot)
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} else {
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None
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}
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}
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None => Some(*slot),
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})
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}
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}
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