use std::collections::{HashMap, HashSet}; use azalea_chat::FormattedText; pub use azalea_inventory::*; use azalea_inventory::{ item::MaxStackSizeExt, operations::{ ClickOperation, CloneClick, PickupAllClick, PickupClick, QuickCraftKind, QuickCraftStatus, QuickCraftStatusKind, QuickMoveClick, ThrowClick, }, }; use azalea_protocol::packets::game::{ s_container_click::ServerboundContainerClick, s_container_close::ServerboundContainerClose, s_set_carried_item::ServerboundSetCarriedItem, }; use azalea_registry::MenuKind; use bevy_app::{App, Plugin, Update}; use bevy_ecs::{ component::Component, entity::Entity, event::EventReader, prelude::{Event, EventWriter}, schedule::{IntoSystemConfigs, SystemSet}, system::{Commands, Query}, }; use tracing::warn; use super::packet::game::handle_outgoing_packets; use crate::{ Client, local_player::PlayerAbilities, packet::game::SendPacketEvent, respawn::perform_respawn, }; pub struct InventoryPlugin; impl Plugin for InventoryPlugin { fn build(&self, app: &mut App) { app.add_event::() .add_event::() .add_event::() .add_event::() .add_event::() .add_event::() .add_systems( Update, ( handle_set_selected_hotbar_slot_event, handle_menu_opened_event, handle_set_container_content_event, handle_container_click_event, handle_container_close_event.before(handle_outgoing_packets), handle_client_side_close_container_event, ) .chain() .in_set(InventorySet) .before(perform_respawn), ); } } #[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)] pub struct InventorySet; impl Client { /// Return the menu that is currently open. If no menu is open, this will /// have the player's inventory. pub fn menu(&self) -> Menu { let mut ecs = self.ecs.lock(); let inventory = self.query::<&Inventory>(&mut ecs); inventory.menu().clone() } } /// A component present on all local players that have an inventory. #[derive(Component, Debug, Clone)] pub struct Inventory { /// A component that contains the player's inventory menu. This is /// guaranteed to be a `Menu::Player`. /// /// We keep it as a [`Menu`] since `Menu` has some useful functions that /// bare [`azalea_inventory::Player`] doesn't have. pub inventory_menu: azalea_inventory::Menu, /// The ID of the container that's currently open. Its value is not /// guaranteed to be anything specific, and may change every time you open a /// container (unless it's 0, in which case it means that no container is /// open). pub id: i32, /// The current container menu that the player has open. If no container is /// open, this will be `None`. pub container_menu: Option, /// The custom name of the menu that's currently open. This is Some when /// `container_menu` is Some. pub container_menu_title: Option, /// The item that is currently held by the cursor. `Slot::Empty` if nothing /// is currently being held. /// /// This is different from [`Self::selected_hotbar_slot`], which is the /// item that's selected in the hotbar. pub carried: ItemStack, /// An identifier used by the server to track client inventory desyncs. This /// is sent on every container click, and it's only ever updated when the /// server sends a new container update. pub state_id: u32, pub quick_craft_status: QuickCraftStatusKind, pub quick_craft_kind: QuickCraftKind, /// A set of the indexes of the slots that have been right clicked in /// this "quick craft". pub quick_craft_slots: HashSet, /// The index of the item in the hotbar that's currently being held by the /// player. This MUST be in the range 0..9 (not including 9). /// /// In a vanilla client this is changed by pressing the number keys or using /// the scroll wheel. pub selected_hotbar_slot: u8, } impl Inventory { /// Returns a reference to the currently active menu. If a container is open /// it'll return [`Self::container_menu`], otherwise /// [`Self::inventory_menu`]. /// /// Use [`Self::menu_mut`] if you need a mutable reference. pub fn menu(&self) -> &azalea_inventory::Menu { match &self.container_menu { Some(menu) => menu, _ => &self.inventory_menu, } } /// Returns a mutable reference to the currently active menu. If a container /// is open it'll return [`Self::container_menu`], otherwise /// [`Self::inventory_menu`]. /// /// Use [`Self::menu`] if you don't need a mutable reference. pub fn menu_mut(&mut self) -> &mut azalea_inventory::Menu { match &mut self.container_menu { Some(menu) => menu, _ => &mut self.inventory_menu, } } /// Modify the inventory as if the given operation was performed on it. pub fn simulate_click( &mut self, operation: &ClickOperation, player_abilities: &PlayerAbilities, ) { if let ClickOperation::QuickCraft(quick_craft) = operation { let last_quick_craft_status_tmp = self.quick_craft_status.clone(); self.quick_craft_status = last_quick_craft_status_tmp.clone(); let last_quick_craft_status = last_quick_craft_status_tmp; // no carried item, reset if self.carried.is_empty() { return self.reset_quick_craft(); } // if we were starting or ending, or now we aren't ending and the status // changed, reset if (last_quick_craft_status == QuickCraftStatusKind::Start || last_quick_craft_status == QuickCraftStatusKind::End || self.quick_craft_status != QuickCraftStatusKind::End) && (self.quick_craft_status != last_quick_craft_status) { return self.reset_quick_craft(); } if self.quick_craft_status == QuickCraftStatusKind::Start { self.quick_craft_kind = quick_craft.kind.clone(); if self.quick_craft_kind == QuickCraftKind::Middle && player_abilities.instant_break { self.quick_craft_status = QuickCraftStatusKind::Add; self.quick_craft_slots.clear(); } else { self.reset_quick_craft(); } return; } if let QuickCraftStatus::Add { slot } = quick_craft.status { let slot_item = self.menu().slot(slot as usize); if let Some(slot_item) = slot_item { if let ItemStack::Present(carried) = &self.carried { // minecraft also checks slot.may_place(carried) and // menu.can_drag_to(slot) // but they always return true so they're not relevant for us if can_item_quick_replace(slot_item, &self.carried, true) && (self.quick_craft_kind == QuickCraftKind::Right || carried.count as usize > self.quick_craft_slots.len()) { self.quick_craft_slots.insert(slot); } } } return; } if self.quick_craft_status == QuickCraftStatusKind::End { if !self.quick_craft_slots.is_empty() { if self.quick_craft_slots.len() == 1 { // if we only clicked one slot, then turn this // QuickCraftClick into a PickupClick let slot = *self.quick_craft_slots.iter().next().unwrap(); self.reset_quick_craft(); self.simulate_click( &match self.quick_craft_kind { QuickCraftKind::Left => { PickupClick::Left { slot: Some(slot) }.into() } QuickCraftKind::Right => { PickupClick::Left { slot: Some(slot) }.into() } QuickCraftKind::Middle => { // idk just do nothing i guess return; } }, player_abilities, ); return; } let ItemStack::Present(mut carried) = self.carried.clone() else { // this should never happen return self.reset_quick_craft(); }; let mut carried_count = carried.count; let mut quick_craft_slots_iter = self.quick_craft_slots.iter(); loop { let mut slot: &ItemStack; let mut slot_index: u16; let mut item_stack: &ItemStack; loop { let Some(&next_slot) = quick_craft_slots_iter.next() else { carried.count = carried_count; self.carried = ItemStack::Present(carried); return self.reset_quick_craft(); }; slot = self.menu().slot(next_slot as usize).unwrap(); slot_index = next_slot; item_stack = &self.carried; if slot.is_present() && can_item_quick_replace(slot, item_stack, true) // this always returns true in most cases // && slot.may_place(item_stack) && ( self.quick_craft_kind == QuickCraftKind::Middle || item_stack.count() >= self.quick_craft_slots.len() as i32 ) { break; } } // get the ItemStackData for the slot let ItemStack::Present(slot) = slot else { unreachable!("the loop above requires the slot to be present to break") }; // if self.can_drag_to(slot) { let mut new_carried = carried.clone(); let slot_item_count = slot.count; get_quick_craft_slot_count( &self.quick_craft_slots, &self.quick_craft_kind, &mut new_carried, slot_item_count, ); let max_stack_size = i32::min( new_carried.kind.max_stack_size(), i32::min( new_carried.kind.max_stack_size(), slot.kind.max_stack_size(), ), ); if new_carried.count > max_stack_size { new_carried.count = max_stack_size; } carried_count -= new_carried.count - slot_item_count; // we have to inline self.menu_mut() here to avoid the borrow checker // complaining let menu = match &mut self.container_menu { Some(menu) => menu, _ => &mut self.inventory_menu, }; *menu.slot_mut(slot_index as usize).unwrap() = ItemStack::Present(new_carried); } } } else { return self.reset_quick_craft(); } } // the quick craft status should always be in start if we're not in quick craft // mode if self.quick_craft_status != QuickCraftStatusKind::Start { return self.reset_quick_craft(); } match operation { // left clicking outside inventory ClickOperation::Pickup(PickupClick::Left { slot: None }) => { if self.carried.is_present() { // vanilla has `player.drop`s but they're only used // server-side // they're included as comments here in case you want to adapt this for a server // implementation // player.drop(self.carried, true); self.carried = ItemStack::Empty; } } ClickOperation::Pickup(PickupClick::Right { slot: None }) => { if self.carried.is_present() { let _item = self.carried.split(1); // player.drop(item, true); } } ClickOperation::Pickup( PickupClick::Left { slot: Some(slot) } | PickupClick::Right { slot: Some(slot) }, ) => { let Some(slot_item) = self.menu().slot(*slot as usize) else { return; }; let carried = &self.carried; // vanilla does a check called tryItemClickBehaviourOverride // here // i don't understand it so i didn't implement it match slot_item { ItemStack::Empty => if carried.is_present() {}, ItemStack::Present(_) => todo!(), } } ClickOperation::QuickMove( QuickMoveClick::Left { slot } | QuickMoveClick::Right { slot }, ) => { // in vanilla it also tests if QuickMove has a slot index of -999 // but i don't think that's ever possible so it's not covered here loop { let new_slot_item = self.menu_mut().quick_move_stack(*slot as usize); let slot_item = self.menu().slot(*slot as usize).unwrap(); if new_slot_item.is_empty() || slot_item != &new_slot_item { break; } } } ClickOperation::Swap(s) => { let source_slot_index = s.source_slot as usize; let target_slot_index = s.target_slot as usize; let Some(source_slot) = self.menu().slot(source_slot_index) else { return; }; let Some(target_slot) = self.menu().slot(target_slot_index) else { return; }; if source_slot.is_empty() && target_slot.is_empty() { return; } if target_slot.is_empty() { if self.menu().may_pickup(source_slot_index) { let source_slot = source_slot.clone(); let target_slot = self.menu_mut().slot_mut(target_slot_index).unwrap(); *target_slot = source_slot; } } else if source_slot.is_empty() { let ItemStack::Present(target_item) = target_slot else { unreachable!("target slot is not empty but is not present"); }; if self.menu().may_place(source_slot_index, target_item) { // get the target_item but mutable let source_max_stack_size = self.menu().max_stack_size(source_slot_index); let target_slot = self.menu_mut().slot_mut(target_slot_index).unwrap(); let new_source_slot = target_slot.split(source_max_stack_size); *self.menu_mut().slot_mut(source_slot_index).unwrap() = new_source_slot; } } else if self.menu().may_pickup(source_slot_index) { let ItemStack::Present(target_item) = target_slot else { unreachable!("target slot is not empty but is not present"); }; if self.menu().may_place(source_slot_index, target_item) { let source_max_stack = self.menu().max_stack_size(source_slot_index); if target_slot.count() > source_max_stack as i32 { // if there's more than the max stack size in the target slot let target_slot = self.menu_mut().slot_mut(target_slot_index).unwrap(); let new_source_slot = target_slot.split(source_max_stack); *self.menu_mut().slot_mut(source_slot_index).unwrap() = new_source_slot; // if !self.inventory_menu.add(new_source_slot) { // player.drop(new_source_slot, true); // } } else { // normal swap let new_target_slot = source_slot.clone(); let new_source_slot = target_slot.clone(); let target_slot = self.menu_mut().slot_mut(target_slot_index).unwrap(); *target_slot = new_target_slot; let source_slot = self.menu_mut().slot_mut(source_slot_index).unwrap(); *source_slot = new_source_slot; } } } } ClickOperation::Clone(CloneClick { slot }) => { if !player_abilities.instant_break || self.carried.is_present() { return; } let Some(source_slot) = self.menu().slot(*slot as usize) else { return; }; let ItemStack::Present(source_item) = source_slot else { return; }; let mut new_carried = source_item.clone(); new_carried.count = new_carried.kind.max_stack_size(); self.carried = ItemStack::Present(new_carried); } ClickOperation::Throw(c) => { if self.carried.is_present() { return; } let (ThrowClick::Single { slot: slot_index } | ThrowClick::All { slot: slot_index }) = c; let slot_index = *slot_index as usize; let Some(slot) = self.menu_mut().slot_mut(slot_index) else { return; }; let ItemStack::Present(slot_item) = slot else { return; }; let dropping_count = match c { ThrowClick::Single { .. } => 1, ThrowClick::All { .. } => slot_item.count, }; let _dropping = slot_item.split(dropping_count as u32); // player.drop(dropping, true); } ClickOperation::PickupAll(PickupAllClick { slot: source_slot_index, reversed, }) => { let source_slot_index = *source_slot_index as usize; let source_slot = self.menu().slot(source_slot_index).unwrap(); let target_slot = self.carried.clone(); if target_slot.is_empty() || (source_slot.is_present() && self.menu().may_pickup(source_slot_index)) { return; } let ItemStack::Present(target_slot_item) = &target_slot else { unreachable!("target slot is not empty but is not present"); }; for round in 0..2 { let iterator: Box> = if *reversed { Box::new((0..self.menu().len()).rev()) } else { Box::new(0..self.menu().len()) }; for i in iterator { if target_slot_item.count < target_slot_item.kind.max_stack_size() { let checking_slot = self.menu().slot(i).unwrap(); if let ItemStack::Present(checking_item) = checking_slot { if can_item_quick_replace(checking_slot, &target_slot, true) && self.menu().may_pickup(i) && (round != 0 || checking_item.count != checking_item.kind.max_stack_size()) { // get the checking_slot and checking_item again but mutable let checking_slot = self.menu_mut().slot_mut(i).unwrap(); let taken_item = checking_slot.split(checking_slot.count() as u32); // now extend the carried item let target_slot = &mut self.carried; let ItemStack::Present(target_slot_item) = target_slot else { unreachable!("target slot is not empty but is not present"); }; target_slot_item.count += taken_item.count(); } } } } } } _ => {} } } fn reset_quick_craft(&mut self) { self.quick_craft_status = QuickCraftStatusKind::Start; self.quick_craft_slots.clear(); } /// Get the item in the player's hotbar that is currently being held. pub fn held_item(&self) -> ItemStack { let inventory = &self.inventory_menu; let hotbar_items = &inventory.slots()[inventory.hotbar_slots_range()]; hotbar_items[self.selected_hotbar_slot as usize].clone() } } fn can_item_quick_replace( target_slot: &ItemStack, item: &ItemStack, ignore_item_count: bool, ) -> bool { let ItemStack::Present(target_slot) = target_slot else { return false; }; let ItemStack::Present(item) = item else { // i *think* this is what vanilla does // not 100% sure lol probably doesn't matter though return false; }; if !item.is_same_item_and_components(target_slot) { return false; } let count = target_slot.count as u16 + if ignore_item_count { 0 } else { item.count as u16 }; count <= item.kind.max_stack_size() as u16 } fn get_quick_craft_slot_count( quick_craft_slots: &HashSet, quick_craft_kind: &QuickCraftKind, item: &mut ItemStackData, slot_item_count: i32, ) { item.count = match quick_craft_kind { QuickCraftKind::Left => item.count / quick_craft_slots.len() as i32, QuickCraftKind::Right => 1, QuickCraftKind::Middle => item.kind.max_stack_size(), }; item.count += slot_item_count; } impl Default for Inventory { fn default() -> Self { Inventory { inventory_menu: Menu::Player(azalea_inventory::Player::default()), id: 0, container_menu: None, container_menu_title: None, carried: ItemStack::Empty, state_id: 0, quick_craft_status: QuickCraftStatusKind::Start, quick_craft_kind: QuickCraftKind::Middle, quick_craft_slots: HashSet::new(), selected_hotbar_slot: 0, } } } /// Sent from the server when a menu (like a chest or crafting table) was /// opened by the client. #[derive(Event, Debug)] pub struct MenuOpenedEvent { pub entity: Entity, pub window_id: i32, pub menu_type: MenuKind, pub title: FormattedText, } fn handle_menu_opened_event( mut events: EventReader, mut query: Query<&mut Inventory>, ) { for event in events.read() { let mut inventory = query.get_mut(event.entity).unwrap(); inventory.id = event.window_id; inventory.container_menu = Some(Menu::from_kind(event.menu_type)); inventory.container_menu_title = Some(event.title.clone()); } } /// Tell the server that we want to close a container. /// /// Note that this is also sent when the client closes its own inventory, even /// though there is no packet for opening its inventory. #[derive(Event)] pub struct CloseContainerEvent { pub entity: Entity, /// The ID of the container to close. 0 for the player's inventory. If this /// is not the same as the currently open inventory, nothing will happen. pub id: i32, } fn handle_container_close_event( query: Query<(Entity, &Inventory)>, mut events: EventReader, mut client_side_events: EventWriter, mut commands: Commands, ) { for event in events.read() { let (entity, inventory) = query.get(event.entity).unwrap(); if event.id != inventory.id { warn!( "Tried to close container with ID {}, but the current container ID is {}", event.id, inventory.id ); continue; } commands.trigger(SendPacketEvent::new( entity, ServerboundContainerClose { container_id: inventory.id, }, )); client_side_events.send(ClientSideCloseContainerEvent { entity: event.entity, }); } } /// Close a container without notifying the server. /// /// Note that this also gets fired when we get a [`CloseContainerEvent`]. #[derive(Event)] pub struct ClientSideCloseContainerEvent { pub entity: Entity, } pub fn handle_client_side_close_container_event( mut events: EventReader, mut query: Query<&mut Inventory>, ) { for event in events.read() { let mut inventory = query.get_mut(event.entity).unwrap(); inventory.container_menu = None; inventory.id = 0; inventory.container_menu_title = None; } } #[derive(Event, Debug)] pub struct ContainerClickEvent { pub entity: Entity, pub window_id: i32, pub operation: ClickOperation, } pub fn handle_container_click_event( mut query: Query<(Entity, &mut Inventory)>, mut events: EventReader, mut commands: Commands, ) { for event in events.read() { let (entity, mut inventory) = query.get_mut(event.entity).unwrap(); if inventory.id != event.window_id { warn!( "Tried to click container with ID {}, but the current container ID is {}", event.window_id, inventory.id ); continue; } let menu = inventory.menu_mut(); let old_slots = menu.slots().clone(); // menu.click(&event.operation); // see which slots changed after clicking and put them in the hashmap // the server uses this to check if we desynced let mut changed_slots: HashMap = HashMap::new(); for (slot_index, old_slot) in old_slots.iter().enumerate() { let new_slot = &menu.slots()[slot_index]; if old_slot != new_slot { changed_slots.insert(slot_index as u16, new_slot.clone()); } } commands.trigger(SendPacketEvent::new( entity, ServerboundContainerClick { container_id: event.window_id, state_id: inventory.state_id, slot_num: event.operation.slot_num().map(|n| n as i16).unwrap_or(-999), button_num: event.operation.button_num(), click_type: event.operation.click_type(), changed_slots, carried_item: inventory.carried.clone(), }, )); } } /// Sent from the server when the contents of a container are replaced. Usually /// triggered by the `ContainerSetContent` packet. #[derive(Event)] pub struct SetContainerContentEvent { pub entity: Entity, pub slots: Vec, pub container_id: i32, } fn handle_set_container_content_event( mut events: EventReader, mut query: Query<&mut Inventory>, ) { for event in events.read() { let mut inventory = query.get_mut(event.entity).unwrap(); if event.container_id != inventory.id { warn!( "Tried to set container content with ID {}, but the current container ID is {}", event.container_id, inventory.id ); continue; } let menu = inventory.menu_mut(); for (i, slot) in event.slots.iter().enumerate() { if let Some(slot_mut) = menu.slot_mut(i) { *slot_mut = slot.clone(); } } } } #[derive(Event)] pub struct SetSelectedHotbarSlotEvent { pub entity: Entity, /// The hotbar slot to select. This should be in the range 0..=8. pub slot: u8, } fn handle_set_selected_hotbar_slot_event( mut events: EventReader, mut commands: Commands, mut query: Query<&mut Inventory>, ) { for event in events.read() { let mut inventory = query.get_mut(event.entity).unwrap(); // if the slot is already selected, don't send a packet if inventory.selected_hotbar_slot == event.slot { continue; } inventory.selected_hotbar_slot = event.slot; commands.trigger(SendPacketEvent::new( event.entity, ServerboundSetCarriedItem { slot: event.slot as u16, }, )); } }