valence/crates/playground
Carson McManus 0319635a8b
Implement Drop Item Events (#252)
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## Description

<!-- Describe the changes you've made. You may include any justification
you want here. -->
Dropping items is heavily coupled to inventories. Clients also predict
state changes when they try to drop items, so we need to be able to
replicate that change in order to stay in sync.

This will also remove `DropItem` events in favor of just `DropItemStack`
events. Having 2 event streams that basically mean the same thing seems
verbose and error prone.

As of right now, these changes require the event loop to have a
reference to the client's inventory. This seems like something we are
going to need to do a lot more of to complete #199.

## Test Plan

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used to test this. -->
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playground, replace the playground section with a note that indicates
this. -->

<details>

<summary>Playground</summary>

```rust
use tracing::info;
use valence::client::despawn_disconnected_clients;
use valence::client::event::{default_event_handler, DropItemStack};
use valence::prelude::*;

#[allow(unused_imports)]
use crate::extras::*;

const SPAWN_Y: i32 = 64;

pub fn build_app(app: &mut App) {
    app.add_plugin(ServerPlugin::new(()).with_connection_mode(ConnectionMode::Offline))
        .add_system_to_stage(EventLoop, default_event_handler)
        .add_startup_system(setup)
        .add_system(init_clients)
        .add_system(despawn_disconnected_clients)
        .add_system(toggle_gamemode_on_sneak)
        .add_system(drop_items);
}

fn setup(world: &mut World) {
    let mut instance = world
        .resource::<Server>()
        .new_instance(DimensionId::default());

    for z in -5..5 {
        for x in -5..5 {
            instance.insert_chunk([x, z], Chunk::default());
        }
    }

    for z in -25..25 {
        for x in -25..25 {
            instance.set_block([x, SPAWN_Y, z], BlockState::GRASS_BLOCK);
        }
    }

    world.spawn(instance);
}

fn init_clients(
    mut clients: Query<&mut Client, Added<Client>>,
    instances: Query<Entity, With<Instance>>,
) {
    let instance = instances.get_single().unwrap();

    for mut client in &mut clients {
        client.set_position([0.5, SPAWN_Y as f64 + 1.0, 0.5]);
        client.set_instance(instance);
        client.set_game_mode(GameMode::Creative);
    }
}

fn drop_items(clients: Query<&Client>, mut drop_stack_events: EventReader<DropItemStack>) {
    if drop_stack_events.is_empty() {
        return;
    }

    for event in drop_stack_events.iter() {
        info!("drop stack: {:?}", event);
    }
}

```

</details>

<!-- You need to include steps regardless of whether or not you are
using a playground. -->
Steps:
1. `cargo test -p valence --tests`
2. Run playground `cargo run -p playground`
3. Open creative menu
4. Pick an item and click to drop it outside of the creative menu
5. Pick an entire stack of an item, place it in your hotbar
6. Hover over the item, press your drop key to drop an item from the
stack
7. Press shift to switch to survival
8. Select the item stack in your hotbar, press your drop key to drop an
item from the stack
9. Open your inventory, grab the stack, hover outside the window and
click to drop the entire stack
10. Grab another stack from creative, place it in your hotbar
11. switch back to survival, select the stack, and press your control +
drop key to drop the entire stack
12. For each item you dropped, you should see a log message with the
event

#### Related

<!-- Link to any issues that have context for this or that this PR
fixes. -->
2023-02-20 15:37:09 -08:00
..
src Implement Drop Item Events (#252) 2023-02-20 15:37:09 -08:00
build.rs ECS Rewrite (#184) 2023-02-11 09:51:53 -08:00
Cargo.toml ECS Rewrite (#184) 2023-02-11 09:51:53 -08:00