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https://github.com/italicsjenga/valence.git
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refactor held item into a new component (#356)
## Description This moves the `held_item_slot` field in `ClientInventoryState` to a new component: `HeldItem` related: pr #355
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parent
6338fc6300
commit
e76e913b3c
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@ -1,6 +1,6 @@
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#![allow(clippy::type_complexity)]
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use valence::inventory::ClientInventoryState;
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use valence::inventory::HeldItem;
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use valence::prelude::*;
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use valence_client::interact_block::InteractBlockEvent;
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@ -109,14 +109,14 @@ fn digging_survival_mode(
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}
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fn place_blocks(
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mut clients: Query<(&mut Inventory, &GameMode, &ClientInventoryState)>,
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mut clients: Query<(&mut Inventory, &GameMode, &HeldItem)>,
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mut instances: Query<&mut Instance>,
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mut events: EventReader<InteractBlockEvent>,
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) {
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let mut instance = instances.single_mut();
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for event in events.iter() {
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let Ok((mut inventory, game_mode, inv_state)) = clients.get_mut(event.client) else {
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let Ok((mut inventory, game_mode, held)) = clients.get_mut(event.client) else {
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continue;
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};
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if event.hand != Hand::Main {
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@ -124,7 +124,7 @@ fn place_blocks(
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}
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// get the held item
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let slot_id = inv_state.held_item_slot();
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let slot_id = held.slot();
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let Some(stack) = inventory.slot(slot_id) else {
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// no item in the slot
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continue;
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@ -6,8 +6,8 @@ use valence_inventory::packet::{
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OpenScreenS2c, ScreenHandlerSlotUpdateS2c, SlotChange, UpdateSelectedSlotC2s,
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};
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use valence_inventory::{
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convert_to_player_slot_id, ClientInventoryState, CursorItem, DropItemStack, Inventory,
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InventoryKind, OpenInventory,
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convert_to_player_slot_id, ClientInventoryState, CursorItem, DropItemStack, HeldItem,
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Inventory, InventoryKind, OpenInventory,
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};
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use super::*;
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@ -474,12 +474,12 @@ fn test_should_handle_set_held_item() {
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app.update();
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// Make assertions
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let inv_state = app
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let held = app
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.world
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.get::<ClientInventoryState>(client_ent)
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.get::<HeldItem>(client_ent)
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.expect("could not find client");
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assert_eq!(inv_state.held_item_slot(), 40);
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assert_eq!(held.slot(), 40);
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}
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#[test]
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@ -602,11 +602,11 @@ mod dropping_items {
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app.update();
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// Make assertions
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let inv_state = app
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let held = app
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.world
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.get::<ClientInventoryState>(client_ent)
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.get::<HeldItem>(client_ent)
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.expect("could not find client");
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assert_eq!(inv_state.held_item_slot(), 36);
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assert_eq!(held.slot(), 36);
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let inventory = app
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.world
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.get::<Inventory>(client_ent)
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@ -337,15 +337,9 @@ pub struct ClientInventoryState {
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/// on the `CursorItem` component to make maintaining accurate change
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/// detection for end users easier.
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client_updated_cursor_item: bool,
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// TODO: make this a separate modifiable component.
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held_item_slot: u16,
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}
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impl ClientInventoryState {
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pub fn held_item_slot(&self) -> u16 {
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self.held_item_slot
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}
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#[doc(hidden)]
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pub fn window_id(&self) -> u8 {
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self.window_id
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@ -357,6 +351,20 @@ impl ClientInventoryState {
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}
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}
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/// Indicates which hotbar slot the player is currently holding.
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#[derive(Debug, Clone, Copy, PartialEq, Eq, Component)]
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pub struct HeldItem {
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held_item_slot: u16,
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}
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impl HeldItem {
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/// The slot ID of the currently held item, in the range 36-44 inclusive.
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/// This value is safe to use on the player's inventory directly.
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pub fn slot(&self) -> u16 {
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self.held_item_slot
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}
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}
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/// The item stack that the client thinks it's holding under the mouse
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/// cursor.
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#[derive(Component, Clone, PartialEq, Default, Debug)]
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@ -533,6 +541,8 @@ fn init_new_client_inventories(clients: Query<Entity, Added<Client>>, mut comman
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state_id: Wrapping(0),
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slots_changed: 0,
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client_updated_cursor_item: false,
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},
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HeldItem {
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// First slot of the hotbar.
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held_item_slot: 36,
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},
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@ -1039,43 +1049,42 @@ fn handle_click_slot(
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fn handle_player_actions(
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mut packets: EventReader<PacketEvent>,
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mut clients: Query<(&mut Inventory, &mut ClientInventoryState)>,
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mut clients: Query<(&mut Inventory, &mut ClientInventoryState, &HeldItem)>,
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mut drop_item_stack_events: EventWriter<DropItemStack>,
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) {
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for packet in packets.iter() {
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if let Some(pkt) = packet.decode::<PlayerActionC2s>() {
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match pkt.action {
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PlayerAction::DropAllItems => {
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if let Ok((mut inv, mut inv_state)) = clients.get_mut(packet.client) {
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if let Some(stack) = inv.replace_slot(inv_state.held_item_slot, None) {
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inv_state.slots_changed |= 1 << inv_state.held_item_slot;
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if let Ok((mut inv, mut inv_state, &held)) = clients.get_mut(packet.client) {
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if let Some(stack) = inv.replace_slot(held.slot(), None) {
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inv_state.slots_changed |= 1 << held.slot();
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drop_item_stack_events.send(DropItemStack {
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client: packet.client,
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from_slot: Some(inv_state.held_item_slot),
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from_slot: Some(held.slot()),
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stack,
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});
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}
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}
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}
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PlayerAction::DropItem => {
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if let Ok((mut inv, mut inv_state)) = clients.get_mut(packet.client) {
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if let Some(mut stack) = inv.replace_slot(inv_state.held_item_slot(), None)
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{
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if let Ok((mut inv, mut inv_state, held)) = clients.get_mut(packet.client) {
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if let Some(mut stack) = inv.replace_slot(held.slot(), None) {
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if stack.count() > 1 {
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inv.set_slot(
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inv_state.held_item_slot(),
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held.slot(),
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stack.clone().with_count(stack.count() - 1),
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);
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stack.set_count(1);
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}
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inv_state.slots_changed |= 1 << inv_state.held_item_slot();
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inv_state.slots_changed |= 1 << held.slot();
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drop_item_stack_events.send(DropItemStack {
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client: packet.client,
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from_slot: Some(inv_state.held_item_slot()),
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from_slot: Some(held.slot()),
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stack,
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})
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}
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@ -1169,14 +1178,17 @@ pub struct UpdateSelectedSlot {
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fn handle_update_selected_slot(
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mut packets: EventReader<PacketEvent>,
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mut clients: Query<&mut ClientInventoryState>,
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mut clients: Query<&mut HeldItem>,
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mut events: EventWriter<UpdateSelectedSlot>,
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) {
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for packet in packets.iter() {
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if let Some(pkt) = packet.decode::<UpdateSelectedSlotC2s>() {
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if let Ok(mut inv_state) = clients.get_mut(packet.client) {
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// TODO: validate this.
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inv_state.held_item_slot = convert_hotbar_slot_id(pkt.slot as u16);
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if let Ok(mut held) = clients.get_mut(packet.client) {
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if pkt.slot < 0 || pkt.slot > 8 {
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// The client is trying to interact with a slot that does not exist, ignore.
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continue;
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}
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held.held_item_slot = convert_hotbar_slot_id(pkt.slot as u16);
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events.send(UpdateSelectedSlot {
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client: packet.client,
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