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#![doc = include_str!("../README.md")]
use std::borrow::Cow;
use std::iter::FusedIterator;
use std::num::Wrapping;
use std::ops::Range;
use bevy_app::prelude::*;
use bevy_ecs::prelude::*;
use derive_more::{Deref, DerefMut};
use player_inventory::PlayerInventory;
use tracing::{debug, warn};
use valence_server::client::{Client, FlushPacketsSet, SpawnClientsSet};
use valence_server::event_loop::{EventLoopPreUpdate, PacketEvent};
use valence_server::interact_block::InteractBlockEvent;
pub use valence_server::protocol::packets::play::click_slot_c2s::{ClickMode, SlotChange};
use valence_server::protocol::packets::play::open_screen_s2c::WindowType;
pub use valence_server::protocol::packets::play::player_action_c2s::PlayerAction;
use valence_server::protocol::packets::play::{
ClickSlotC2s, CloseHandledScreenC2s, CloseScreenS2c, CreativeInventoryActionC2s, InventoryS2c,
OpenScreenS2c, PlayerActionC2s, ScreenHandlerSlotUpdateS2c, UpdateSelectedSlotC2s,
UpdateSelectedSlotS2c,
};
use valence_server::protocol::{VarInt, WritePacket};
use valence_server::text::IntoText;
use valence_server::{GameMode, Hand, ItemKind, ItemStack, Text};
pub mod player_inventory;
mod validate;
pub struct InventoryPlugin;
impl Plugin for InventoryPlugin {
fn build(&self, app: &mut bevy_app::App) {
app.add_systems(
PreUpdate,
init_new_client_inventories.after(SpawnClientsSet),
)
.add_systems(
PostUpdate,
(
update_client_on_close_inventory.before(update_open_inventories),
update_player_selected_slot,
update_open_inventories,
update_player_inventories,
update_cursor_item,
)
.before(FlushPacketsSet),
)
.add_systems(
EventLoopPreUpdate,
(
handle_update_selected_slot,
handle_click_slot,
handle_creative_inventory_action,
handle_close_handled_screen,
handle_player_actions,
resync_readonly_inventory_after_block_interaction,
),
)
.init_resource::<InventorySettings>()
.add_event::<ClickSlotEvent>()
.add_event::<DropItemStackEvent>()
.add_event::<CreativeInventoryActionEvent>()
.add_event::<UpdateSelectedSlotEvent>();
}
}
#[derive(Debug, Clone, Component)]
pub struct Inventory {
title: Text,
kind: InventoryKind,
slots: Box<[ItemStack]>,
/// Contains a set bit for each modified slot in `slots`.
#[doc(hidden)]
pub changed: u64,
/// Makes an inventory read-only for clients. This will prevent adding
/// or removing items. If this is a player inventory
/// This will also make it impossible to drop items while not
/// in the inventory (e.g. by pressing Q)
pub readonly: bool,
}
impl Inventory {
pub fn new(kind: InventoryKind) -> Self {
// TODO: default title to the correct translation key instead
Self::with_title(kind, "Inventory")
}
pub fn with_title<'a, T: IntoText<'a>>(kind: InventoryKind, title: T) -> Self {
Inventory {
title: title.into_cow_text().into_owned(),
kind,
slots: vec![ItemStack::EMPTY; kind.slot_count()].into(),
changed: 0,
readonly: false,
}
}
#[track_caller]
pub fn slot(&self, idx: u16) -> &ItemStack {
self.slots
.get(idx as usize)
.expect("slot index out of range")
}
/// Sets the slot at the given index to the given item stack.
///
/// See also [`Inventory::replace_slot`].
///
/// ```
/// # use valence_inventory::*;
/// # use valence_server::item::{ItemStack, ItemKind};
/// let mut inv = Inventory::new(InventoryKind::Generic9x1);
/// inv.set_slot(0, ItemStack::new(ItemKind::Diamond, 1, None));
/// assert_eq!(inv.slot(0).item, ItemKind::Diamond);
/// ```
#[track_caller]
#[inline]
pub fn set_slot<I: Into<ItemStack>>(&mut self, idx: u16, item: I) {
let _ = self.replace_slot(idx, item);
}
/// Replaces the slot at the given index with the given item stack, and
/// returns the old stack in that slot.
///
/// See also [`Inventory::set_slot`].
///
/// ```
/// # use valence_inventory::*;
/// # use valence_server::item::{ItemStack, ItemKind};
/// let mut inv = Inventory::new(InventoryKind::Generic9x1);
/// inv.set_slot(0, ItemStack::new(ItemKind::Diamond, 1, None));
/// let old = inv.replace_slot(0, ItemStack::new(ItemKind::IronIngot, 1, None));
/// assert_eq!(old.item, ItemKind::Diamond);
/// ```
#[track_caller]
#[must_use]
pub fn replace_slot<I: Into<ItemStack>>(&mut self, idx: u16, item: I) -> ItemStack {
assert!(idx < self.slot_count(), "slot index of {idx} out of bounds");
let new = item.into();
let old = &mut self.slots[idx as usize];
if new != *old {
self.changed |= 1 << idx;
}
std::mem::replace(old, new)
}
/// Swap the contents of two slots. If the slots are the same, nothing
/// happens.
///
/// ```
/// # use valence_inventory::*;
/// # use valence_server::item::{ItemStack, ItemKind};
/// let mut inv = Inventory::new(InventoryKind::Generic9x1);
/// inv.set_slot(0, ItemStack::new(ItemKind::Diamond, 1, None));
/// assert!(inv.slot(1).is_empty());
/// inv.swap_slot(0, 1);
/// assert_eq!(inv.slot(1).item, ItemKind::Diamond);
/// ```
#[track_caller]
pub fn swap_slot(&mut self, idx_a: u16, idx_b: u16) {
assert!(
idx_a < self.slot_count(),
"slot index of {idx_a} out of bounds"
);
assert!(
idx_b < self.slot_count(),
"slot index of {idx_b} out of bounds"
);
if idx_a == idx_b || self.slots[idx_a as usize] == self.slots[idx_b as usize] {
// Nothing to do here, ignore.
return;
}
self.changed |= 1 << idx_a;
self.changed |= 1 << idx_b;
self.slots.swap(idx_a as usize, idx_b as usize);
}
/// Set the amount of items in the given slot without replacing the slot
/// entirely. Valid values are 1-127, inclusive, and `amount` will be
/// clamped to this range. If the slot is empty, nothing happens.
///
/// ```
/// # use valence_inventory::*;
/// # use valence_server::item::{ItemStack, ItemKind};
/// let mut inv = Inventory::new(InventoryKind::Generic9x1);
/// inv.set_slot(0, ItemStack::new(ItemKind::Diamond, 1, None));
/// inv.set_slot_amount(0, 64);
/// assert_eq!(inv.slot(0).count, 64);
/// ```
#[track_caller]
pub fn set_slot_amount(&mut self, idx: u16, amount: i8) {
assert!(idx < self.slot_count(), "slot index out of range");
let item = &mut self.slots[idx as usize];
if !item.is_empty() {
if item.count == amount {
return;
}
item.count = amount;
self.changed |= 1 << idx;
}
}
pub fn slot_count(&self) -> u16 {
self.slots.len() as u16
}
pub fn slots(
&self,
) -> impl ExactSizeIterator<Item = &ItemStack> + DoubleEndedIterator + FusedIterator + Clone + '_
{
self.slots.iter()
}
pub fn kind(&self) -> InventoryKind {
self.kind
}
/// The text displayed on the inventory's title bar.
///
/// ```
/// # use valence_inventory::*;
/// # use valence_server::item::{ItemStack, ItemKind};
/// # use valence_server::text::Text;
/// let inv = Inventory::with_title(InventoryKind::Generic9x3, "Box of Holding");
/// assert_eq!(inv.title(), &Text::from("Box of Holding"));
/// ```
pub fn title(&self) -> &Text {
&self.title
}
/// Set the text displayed on the inventory's title bar.
///
/// To get the old title, use [`Inventory::replace_title`].
///
/// ```
/// # use valence_inventory::*;
/// let mut inv = Inventory::new(InventoryKind::Generic9x3);
/// inv.set_title("Box of Holding");
/// ```
#[inline]
pub fn set_title<'a, T: IntoText<'a>>(&mut self, title: T) {
let _ = self.replace_title(title);
}
/// Replace the text displayed on the inventory's title bar, and returns the
/// old text.
#[must_use]
pub fn replace_title<'a, T: IntoText<'a>>(&mut self, title: T) -> Text {
// TODO: set title modified flag
std::mem::replace(&mut self.title, title.into_cow_text().into_owned())
}
pub(crate) fn slot_slice(&self) -> &[ItemStack] {
&self.slots
}
/// Returns the first empty slot in the given range, or `None` if there are
/// no empty slots in the range.
///
/// ```
/// # use valence_inventory::*;
/// # use valence_server::item::*;
/// let mut inv = Inventory::new(InventoryKind::Generic9x1);
/// inv.set_slot(0, ItemStack::new(ItemKind::Diamond, 1, None));
/// inv.set_slot(2, ItemStack::new(ItemKind::GoldIngot, 1, None));
/// inv.set_slot(3, ItemStack::new(ItemKind::IronIngot, 1, None));
/// assert_eq!(inv.first_empty_slot_in(0..6), Some(1));
/// assert_eq!(inv.first_empty_slot_in(2..6), Some(4));
/// ```
#[track_caller]
#[must_use]
pub fn first_empty_slot_in(&self, mut range: Range<u16>) -> Option<u16> {
assert!(
(0..=self.slot_count()).contains(&range.start)
&& (0..=self.slot_count()).contains(&range.end),
"slot range out of range"
);
range.find(|&idx| self.slots[idx as usize].is_empty())
}
/// Returns the first empty slot in the inventory, or `None` if there are no
/// empty slots.
/// ```
/// # use valence_inventory::*;
/// # use valence_server::item::*;
/// let mut inv = Inventory::new(InventoryKind::Generic9x1);
/// inv.set_slot(0, ItemStack::new(ItemKind::Diamond, 1, None));
/// inv.set_slot(2, ItemStack::new(ItemKind::GoldIngot, 1, None));
/// inv.set_slot(3, ItemStack::new(ItemKind::IronIngot, 1, None));
/// assert_eq!(inv.first_empty_slot(), Some(1));
/// ```
#[inline]
pub fn first_empty_slot(&self) -> Option<u16> {
self.first_empty_slot_in(0..self.slot_count())
}
/// Returns the first slot with the given [`ItemKind`] in the inventory
/// where `count < stack_max`, or `None` if there are no empty slots.
/// ```
/// # use valence_inventory::*;
/// # use valence_server::item::*;
/// let mut inv = Inventory::new(InventoryKind::Generic9x1);
/// inv.set_slot(0, ItemStack::new(ItemKind::Diamond, 1, None));
/// inv.set_slot(2, ItemStack::new(ItemKind::GoldIngot, 64, None));
/// inv.set_slot(3, ItemStack::new(ItemKind::IronIngot, 1, None));
/// inv.set_slot(4, ItemStack::new(ItemKind::GoldIngot, 1, None));
/// assert_eq!(
/// inv.first_slot_with_item_in(ItemKind::GoldIngot, 64, 0..5),
/// Some(4)
/// );
/// ```
pub fn first_slot_with_item_in(
&self,
item: ItemKind,
stack_max: i8,
mut range: Range<u16>,
) -> Option<u16> {
assert!(
(0..=self.slot_count()).contains(&range.start)
&& (0..=self.slot_count()).contains(&range.end),
"slot range out of range"
);
assert!(stack_max > 0, "stack_max must be greater than 0");
range.find(|&idx| {
let stack = &self.slots[idx as usize];
stack.item == item && stack.count < stack_max
})
}
/// Returns the first slot with the given [`ItemKind`] in the inventory
/// where `count < stack_max`, or `None` if there are no empty slots.
/// ```
/// # use valence_inventory::*;
/// # use valence_server::item::*;
/// let mut inv = Inventory::new(InventoryKind::Generic9x1);
/// inv.set_slot(0, ItemStack::new(ItemKind::Diamond, 1, None));
/// inv.set_slot(2, ItemStack::new(ItemKind::GoldIngot, 64, None));
/// inv.set_slot(3, ItemStack::new(ItemKind::IronIngot, 1, None));
/// inv.set_slot(4, ItemStack::new(ItemKind::GoldIngot, 1, None));
/// assert_eq!(inv.first_slot_with_item(ItemKind::GoldIngot, 64), Some(4));
/// ```
#[inline]
pub fn first_slot_with_item(&self, item: ItemKind, stack_max: i8) -> Option<u16> {
self.first_slot_with_item_in(item, stack_max, 0..self.slot_count())
}
}
/// Miscellaneous inventory data.
#[derive(Component, Debug)]
pub struct ClientInventoryState {
/// The current window ID. Incremented when inventories are opened.
window_id: u8,
state_id: Wrapping<i32>,
/// Tracks what slots have been changed by this client in this tick, so we
/// don't need to send updates for them.
slots_changed: u64,
/// If `Some`: The item the user thinks they updated their cursor item to on
/// the last tick.
/// If `None`: the user did not update their cursor item in the last tick.
/// This is so we can inform the user of the update through change detection
/// when they differ in a given tick
client_updated_cursor_item: Option<ItemStack>,
}
impl ClientInventoryState {
#[doc(hidden)]
pub fn window_id(&self) -> u8 {
self.window_id
}
#[doc(hidden)]
pub fn state_id(&self) -> Wrapping<i32> {
self.state_id
}
}
/// Indicates which hotbar slot the player is currently holding.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Component, Deref)]
pub struct HeldItem {
held_item_slot: u16,
}
impl HeldItem {
/// The slot ID of the currently held item, in the range 36-44 inclusive.
/// This value is safe to use on the player's inventory directly.
pub fn slot(&self) -> u16 {
self.held_item_slot
}
pub fn hotbar_idx(&self) -> u8 {
PlayerInventory::slot_to_hotbar(self.held_item_slot)
}
pub fn set_slot(&mut self, slot: u16) {
// temp
assert!(
PlayerInventory::SLOTS_HOTBAR.contains(&slot),
"slot index of {slot} out of bounds"
);
self.held_item_slot = slot;
}
pub fn set_hotbar_idx(&mut self, hotbar_idx: u8) {
self.set_slot(PlayerInventory::hotbar_to_slot(hotbar_idx))
}
}
/// The item stack that the client thinks it's holding under the mouse
/// cursor.
#[derive(Component, Clone, PartialEq, Default, Debug, Deref, DerefMut)]
pub struct CursorItem(pub ItemStack);
/// Used to indicate that the client with this component is currently viewing
/// an inventory.
#[derive(Component, Clone, Debug)]
pub struct OpenInventory {
/// The entity with the `Inventory` component that the client is currently
/// viewing.
pub entity: Entity,
client_changed: u64,
}
impl OpenInventory {
pub fn new(entity: Entity) -> Self {
OpenInventory {
entity,
client_changed: 0,
}
}
}
/// A helper to represent the inventory window that the player is currently
/// viewing. Handles dispatching reads to the correct inventory.
///
/// This is a read-only version of [`InventoryWindowMut`].
///
/// ```
/// # use valence_inventory::*;
/// # use valence_server::item::*;
/// let mut player_inventory = Inventory::new(InventoryKind::Player);
/// player_inventory.set_slot(36, ItemStack::new(ItemKind::Diamond, 1, None));
///
/// let target_inventory = Inventory::new(InventoryKind::Generic9x3);
/// let window = InventoryWindow::new(&player_inventory, Some(&target_inventory));
///
/// assert_eq!(window.slot(54), &ItemStack::new(ItemKind::Diamond, 1, None));
/// ```
pub struct InventoryWindow<'a> {
player_inventory: &'a Inventory,
open_inventory: Option<&'a Inventory>,
}
impl<'a> InventoryWindow<'a> {
pub fn new(player_inventory: &'a Inventory, open_inventory: Option<&'a Inventory>) -> Self {
Self {
player_inventory,
open_inventory,
}
}
#[track_caller]
pub fn slot(&self, idx: u16) -> &ItemStack {
if let Some(open_inv) = self.open_inventory.as_ref() {
if idx < open_inv.slot_count() {
open_inv.slot(idx)
} else {
self.player_inventory
.slot(convert_to_player_slot_id(open_inv.kind(), idx))
}
} else {
self.player_inventory.slot(idx)
}
}
#[track_caller]
pub fn slot_count(&self) -> u16 {
if let Some(open_inv) = &self.open_inventory {
// when the window is split, we can only access the main slots of player's
// inventory
PlayerInventory::MAIN_SIZE + open_inv.slot_count()
} else {
self.player_inventory.slot_count()
}
}
}
/// A helper to represent the inventory window that the player is currently
/// viewing. Handles dispatching reads/writes to the correct inventory.
///
/// This is a writable version of [`InventoryWindow`].
///
/// ```
/// # use valence_inventory::*;
/// # use valence_server::item::*;
/// let mut player_inventory = Inventory::new(InventoryKind::Player);
/// let mut target_inventory = Inventory::new(InventoryKind::Generic9x3);
/// let mut window = InventoryWindowMut::new(&mut player_inventory, Some(&mut target_inventory));
///
/// window.set_slot(54, ItemStack::new(ItemKind::Diamond, 1, None));
///
/// assert_eq!(
/// player_inventory.slot(36),
/// &ItemStack::new(ItemKind::Diamond, 1, None)
/// );
/// ```
pub struct InventoryWindowMut<'a> {
player_inventory: &'a mut Inventory,
open_inventory: Option<&'a mut Inventory>,
}
impl<'a> InventoryWindowMut<'a> {
pub fn new(
player_inventory: &'a mut Inventory,
open_inventory: Option<&'a mut Inventory>,
) -> Self {
Self {
player_inventory,
open_inventory,
}
}
#[track_caller]
pub fn slot(&self, idx: u16) -> &ItemStack {
if let Some(open_inv) = self.open_inventory.as_ref() {
if idx < open_inv.slot_count() {
open_inv.slot(idx)
} else {
self.player_inventory
.slot(convert_to_player_slot_id(open_inv.kind(), idx))
}
} else {
self.player_inventory.slot(idx)
}
}
#[track_caller]
#[must_use]
pub fn replace_slot<I: Into<ItemStack>>(&mut self, idx: u16, item: I) -> ItemStack {
assert!(idx < self.slot_count(), "slot index of {idx} out of bounds");
if let Some(open_inv) = self.open_inventory.as_mut() {
if idx < open_inv.slot_count() {
open_inv.replace_slot(idx, item)
} else {
self.player_inventory
.replace_slot(convert_to_player_slot_id(open_inv.kind(), idx), item)
}
} else {
self.player_inventory.replace_slot(idx, item)
}
}
#[track_caller]
#[inline]
pub fn set_slot<I: Into<ItemStack>>(&mut self, idx: u16, item: I) {
let _ = self.replace_slot(idx, item);
}
pub fn slot_count(&self) -> u16 {
if let Some(open_inv) = &self.open_inventory {
// when the window is split, we can only access the main slots of player's
// inventory
PlayerInventory::MAIN_SIZE + open_inv.slot_count()
} else {
self.player_inventory.slot_count()
}
}
}
/// Attach the necessary inventory components to new clients.
fn init_new_client_inventories(clients: Query<Entity, Added<Client>>, mut commands: Commands) {
for entity in &clients {
commands.entity(entity).insert((
Inventory::new(InventoryKind::Player),
CursorItem(ItemStack::EMPTY),
ClientInventoryState {
window_id: 0,
state_id: Wrapping(0),
slots_changed: 0,
client_updated_cursor_item: None,
},
HeldItem {
// First slot of the hotbar.
held_item_slot: 36,
},
));
}
}
/// Send updates for each client's player inventory.
fn update_player_inventories(
mut query: Query<
(
&mut Inventory,
&mut Client,
&mut ClientInventoryState,
&CursorItem,
),
Without<OpenInventory>,
>,
) {
for (mut inventory, mut client, mut inv_state, cursor_item) in &mut query {
if inventory.kind != InventoryKind::Player {
warn!("Inventory on client entity is not a player inventory");
}
if inventory.changed == u64::MAX {
// Update the whole inventory.
inv_state.state_id += 1;
client.write_packet(&InventoryS2c {
window_id: 0,
state_id: VarInt(inv_state.state_id.0),
slots: Cow::Borrowed(inventory.slot_slice()),
carried_item: Cow::Borrowed(&cursor_item.0),
});
inventory.changed = 0;
inv_state.slots_changed = 0;
// Skip updating the cursor item because we just updated the whole inventory.
continue;
} else if inventory.changed != 0 {
// Send the modified slots.
// The slots that were NOT modified by this client, and they need to be sent
let changed_filtered = inventory.changed & !inv_state.slots_changed;
if changed_filtered != 0 {
inv_state.state_id += 1;
for (i, slot) in inventory.slots.iter().enumerate() {
if ((changed_filtered >> i) & 1) == 1 {
client.write_packet(&ScreenHandlerSlotUpdateS2c {
window_id: 0,
state_id: VarInt(inv_state.state_id.0),
slot_idx: i as i16,
slot_data: Cow::Borrowed(slot),
});
}
}
}
inventory.changed = 0;
inv_state.slots_changed = 0;
}
}
}
/// Handles the `OpenInventory` component being added to a client, which
/// indicates that the client is now viewing an inventory, and sends inventory
/// updates to the client when the inventory is modified.
fn update_open_inventories(
mut clients: Query<(
Entity,
&mut Client,
&mut ClientInventoryState,
&CursorItem,
&mut OpenInventory,
)>,
mut inventories: Query<&mut Inventory>,
mut commands: Commands,
) {
// These operations need to happen in this order.
// Send the inventory contents to all clients that are viewing an inventory.
for (client_entity, mut client, mut inv_state, cursor_item, mut open_inventory) in &mut clients
{
// Validate that the inventory exists.
let Ok([inventory, player_inventory]) =
inventories.get_many_mut([open_inventory.entity, client_entity])
else {
// The inventory no longer exists, so close the inventory.
commands.entity(client_entity).remove::<OpenInventory>();
client.write_packet(&CloseScreenS2c {
window_id: inv_state.window_id,
});
continue;
};
if open_inventory.is_added() {
// Send the inventory to the client if the client just opened the inventory.
inv_state.window_id = inv_state.window_id % 100 + 1;
open_inventory.client_changed = 0;
client.write_packet(&OpenScreenS2c {
window_id: VarInt(inv_state.window_id.into()),
window_type: WindowType::from(inventory.kind),
window_title: Cow::Borrowed(&inventory.title),
});
client.write_packet(&InventoryS2c {
window_id: inv_state.window_id,
state_id: VarInt(inv_state.state_id.0),
slots: Cow::Borrowed(inventory.slot_slice()),
carried_item: Cow::Borrowed(&cursor_item.0),
});
} else {
// The client is already viewing the inventory.
if inventory.changed == u64::MAX {
// Send the entire inventory.
inv_state.state_id += 1;
client.write_packet(&InventoryS2c {
window_id: inv_state.window_id,
state_id: VarInt(inv_state.state_id.0),
slots: Cow::Borrowed(inventory.slot_slice()),
carried_item: Cow::Borrowed(&cursor_item.0),
})
} else {
// Send the changed slots.
// The slots that were NOT changed by this client, and they need to be sent.
let changed_filtered =
u128::from(inventory.changed & !open_inventory.client_changed);
// The slots changed in the player inventory (e.g by calling
// `inventory.set_slot` while the player is viewing the inventory).
let mut player_inventory_changed = u128::from(player_inventory.changed);
// Ignore the armor and crafting grid slots because they are not part of
// the open inventory.
player_inventory_changed >>= *PlayerInventory::SLOTS_MAIN.start();
// "Append" the player inventory to the end of the slots belonging to the opened
// inventory.
player_inventory_changed <<= inventory.slot_count();
let changed_filtered = changed_filtered | player_inventory_changed;
if changed_filtered != 0 {
for (i, slot) in inventory
.slots
.iter()
.chain(
player_inventory
.slots
.iter()
.skip(*PlayerInventory::SLOTS_MAIN.start() as usize),
)
.enumerate()
{
if (changed_filtered >> i) & 1 == 1 {
client.write_packet(&ScreenHandlerSlotUpdateS2c {
window_id: inv_state.window_id as i8,
state_id: VarInt(inv_state.state_id.0),
slot_idx: i as i16,
slot_data: Cow::Borrowed(slot),
});
}
}
player_inventory
.map_unchanged(|f| &mut f.changed)
.set_if_neq(0);
}
}
}
// Since these happen every gametick we only want to trigger change detection
// if we actually did update these. Otherwise systems that are
// running looking for changes to the `Inventory`,`ClientInventoryState`
// or `OpenInventory` components get unneccerely ran each gametick
open_inventory
.map_unchanged(|f| &mut f.client_changed)
.set_if_neq(0);
inv_state
.map_unchanged(|f| &mut f.slots_changed)
.set_if_neq(0);
inventory.map_unchanged(|f| &mut f.changed).set_if_neq(0);
}
}
fn update_cursor_item(
mut clients: Query<(&mut Client, &mut ClientInventoryState, &CursorItem), Changed<CursorItem>>,
) {
for (mut client, inv_state, cursor_item) in &mut clients {
// The cursor item was not the item the user themselves interacted with
if inv_state.client_updated_cursor_item.as_ref() != Some(&cursor_item.0) {
// Contrary to what you might think, we actually don't want to increment the
// state ID here because the client doesn't actually acknowledge the
// state_id change for this packet specifically. See #304.
client.write_packet(&ScreenHandlerSlotUpdateS2c {
window_id: -1,
state_id: VarInt(inv_state.state_id.0),
slot_idx: -1,
slot_data: Cow::Borrowed(&cursor_item.0),
});
}
inv_state
.map_unchanged(|f| &mut f.client_updated_cursor_item)
.set_if_neq(None);
}
}
/// Handles clients telling the server that they are closing an inventory.
fn handle_close_handled_screen(mut packets: EventReader<PacketEvent>, mut commands: Commands) {
for packet in packets.read() {
if packet.decode::<CloseHandledScreenC2s>().is_some() {
if let Some(mut entity) = commands.get_entity(packet.client) {
entity.remove::<OpenInventory>();
}
}
}
}
/// Detects when a client's `OpenInventory` component is removed, which
/// indicates that the client is no longer viewing an inventory.
fn update_client_on_close_inventory(
mut removals: RemovedComponents<OpenInventory>,
mut clients: Query<(&mut Client, &ClientInventoryState)>,
) {
for entity in &mut removals.read() {
if let Ok((mut client, inv_state)) = clients.get_mut(entity) {
client.write_packet(&CloseScreenS2c {
window_id: inv_state.window_id,
})
}
}
}
// TODO: make this event user friendly.
#[derive(Event, Clone, Debug)]
pub struct ClickSlotEvent {
pub client: Entity,
pub window_id: u8,
pub state_id: i32,
pub slot_id: i16,
pub button: i8,
pub mode: ClickMode,
pub slot_changes: Vec<SlotChange>,
pub carried_item: ItemStack,
}
#[derive(Event, Clone, Debug)]
pub struct DropItemStackEvent {
pub client: Entity,
pub from_slot: Option<u16>,
pub stack: ItemStack,
}
fn handle_click_slot(
mut packets: EventReader<PacketEvent>,
mut clients: Query<(
&mut Client,
&mut Inventory,
&mut ClientInventoryState,
Option<&mut OpenInventory>,
&mut CursorItem,
)>,
mut inventories: Query<&mut Inventory, Without<Client>>,
mut drop_item_stack_events: EventWriter<DropItemStackEvent>,
mut click_slot_events: EventWriter<ClickSlotEvent>,
) {
for packet in packets.read() {
let Some(pkt) = packet.decode::<ClickSlotC2s>() else {
// Not the packet we're looking for.
continue;
};
let Ok((mut client, mut client_inv, mut inv_state, open_inventory, mut cursor_item)) =
clients.get_mut(packet.client)
else {
// The client does not exist, ignore.
continue;
};
let open_inv = open_inventory
.as_ref()
.and_then(|open| inventories.get_mut(open.entity).ok());
if let Err(e) = validate::validate_click_slot_packet(
&pkt,
&client_inv,
open_inv.as_deref(),
&cursor_item,
) {
debug!(
"failed to validate click slot packet for client {:#?}: \"{e:#}\" {pkt:#?}",
packet.client
);
// Resync the inventory.
client.write_packet(&InventoryS2c {
window_id: if open_inv.is_some() {
inv_state.window_id
} else {
0
},
state_id: VarInt(inv_state.state_id.0),
slots: Cow::Borrowed(open_inv.unwrap_or(client_inv).slot_slice()),
carried_item: Cow::Borrowed(&cursor_item.0),
});
continue;
}
if pkt.slot_idx == -999 && pkt.mode == ClickMode::Click {
// The client is dropping the cursor item by clicking outside the window.
let stack = std::mem::take(&mut cursor_item.0);
if !stack.is_empty() {
drop_item_stack_events.send(DropItemStackEvent {
client: packet.client,
from_slot: None,
stack,
});
}
} else if pkt.mode == ClickMode::DropKey {
// The client is dropping an item by pressing the drop key.
let entire_stack = pkt.button == 1;
// Needs to open the inventory for if the player is dropping an item while
// having an inventory open.
if let Some(open_inventory) = open_inventory {
// The player is interacting with an inventory that is open.
let Ok(mut target_inventory) = inventories.get_mut(open_inventory.entity) else {
// The inventory does not exist, ignore.
continue;
};
if inv_state.state_id.0 != pkt.state_id.0 {
// Client is out of sync. Resync and ignore click.
debug!("Client state id mismatch, resyncing");
inv_state.state_id += 1;
client.write_packet(&InventoryS2c {
window_id: inv_state.window_id,
state_id: VarInt(inv_state.state_id.0),
slots: Cow::Borrowed(target_inventory.slot_slice()),
carried_item: Cow::Borrowed(&cursor_item.0),
});
continue;
}
if pkt.slot_idx == -999 {
// The player was just clicking outside the inventories without holding an item
continue;
}
if (0_i16..target_inventory.slot_count() as i16).contains(&pkt.slot_idx) {
// The player is dropping an item from another inventory.
if target_inventory.readonly {
// resync target inventory
client.write_packet(&InventoryS2c {
window_id: inv_state.window_id,
state_id: VarInt(inv_state.state_id.0),
slots: Cow::Borrowed(target_inventory.slot_slice()),
carried_item: Cow::Borrowed(&cursor_item.0),
});
continue;
}
let stack = target_inventory.slot(pkt.slot_idx as u16);
if !stack.is_empty() {
let dropped = if entire_stack || stack.count == 1 {
target_inventory.replace_slot(pkt.slot_idx as u16, ItemStack::EMPTY)
} else {
let stack = stack.clone().with_count(stack.count - 1);
let mut old_slot =
target_inventory.replace_slot(pkt.slot_idx as u16, stack);
// we already checked that the slot was not empty and that the
// stack count is > 1
old_slot.count = 1;
old_slot
};
drop_item_stack_events.send(DropItemStackEvent {
client: packet.client,
from_slot: Some(pkt.slot_idx as u16),
stack: dropped,
});
}
} else {
// The player is dropping an item from their inventory.
if client_inv.readonly {
// resync the client inventory
client.write_packet(&InventoryS2c {
window_id: 0,
state_id: VarInt(inv_state.state_id.0),
slots: Cow::Borrowed(client_inv.slot_slice()),
carried_item: Cow::Borrowed(&cursor_item.0),
});
continue;
}
let slot_id =
convert_to_player_slot_id(target_inventory.kind, pkt.slot_idx as u16);
let stack = client_inv.slot(slot_id);
if !stack.is_empty() {
let dropped = if entire_stack || stack.count == 1 {
client_inv.replace_slot(slot_id, ItemStack::EMPTY)
} else {
let stack = stack.clone().with_count(stack.count - 1);
let mut old_slot = client_inv.replace_slot(slot_id, stack);
// we already checked that the slot was not empty and that the
// stack count is > 1
old_slot.count = 1;
old_slot
};
drop_item_stack_events.send(DropItemStackEvent {
client: packet.client,
from_slot: Some(slot_id),
stack: dropped,
});
}
}
} else {
// The player has no inventory open and is dropping an item from their
// inventory.
if client_inv.readonly {
// resync the client inventory
client.write_packet(&InventoryS2c {
window_id: 0,
state_id: VarInt(inv_state.state_id.0),
slots: Cow::Borrowed(client_inv.slot_slice()),
carried_item: Cow::Borrowed(&cursor_item.0),
});
continue;
}
if pkt.slot_idx == -999 {
// The player was just clicking outside the inventories without holding an item
continue;
}
let stack = client_inv.slot(pkt.slot_idx as u16);
if !stack.is_empty() {
let dropped = if entire_stack || stack.count == 1 {
client_inv.replace_slot(pkt.slot_idx as u16, ItemStack::EMPTY)
} else {
let stack = stack.clone().with_count(stack.count - 1);
let mut old_slot = client_inv.replace_slot(pkt.slot_idx as u16, stack);
// we already checked that the slot was not empty and that the
// stack count is > 1
old_slot.count = 1;
old_slot
};
drop_item_stack_events.send(DropItemStackEvent {
client: packet.client,
from_slot: Some(pkt.slot_idx as u16),
stack: dropped,
});
}
}
} else {
// The player is clicking a slot in an inventory.
// Validate the window id.
if (pkt.window_id == 0) != open_inventory.is_none() {
warn!(
"Client sent a click with an invalid window id for current state: window_id = \
{}, open_inventory present = {}",
pkt.window_id,
open_inventory.is_some()
);
continue;
}
if let Some(mut open_inventory) = open_inventory {
// The player is interacting with an inventory that is
// open or has an inventory open while interacting with their own inventory.
let Ok(mut target_inventory) = inventories.get_mut(open_inventory.entity) else {
// The inventory does not exist, ignore.
continue;
};
if inv_state.state_id.0 != pkt.state_id.0 {
// Client is out of sync. Resync and ignore click.
debug!("Client state id mismatch, resyncing");
inv_state.state_id += 1;
client.write_packet(&InventoryS2c {
window_id: inv_state.window_id,
state_id: VarInt(inv_state.state_id.0),
slots: Cow::Borrowed(target_inventory.slot_slice()),
carried_item: Cow::Borrowed(&cursor_item.0),
});
continue;
}
let mut new_cursor = pkt.carried_item.clone();
for slot in pkt.slot_changes.iter() {
let transferred_between_inventories =
((0_i16..target_inventory.slot_count() as i16).contains(&pkt.slot_idx)
&& pkt.mode == ClickMode::Hotbar)
|| pkt.mode == ClickMode::ShiftClick;
if (0_i16..target_inventory.slot_count() as i16).contains(&slot.idx) {
if (client_inv.readonly && transferred_between_inventories)
|| target_inventory.readonly
{
new_cursor = cursor_item.0.clone();
continue;
}
target_inventory.set_slot(slot.idx as u16, slot.stack.clone());
open_inventory.client_changed |= 1 << slot.idx;
} else {
if (target_inventory.readonly && transferred_between_inventories)
|| client_inv.readonly
{
new_cursor = cursor_item.0.clone();
continue;
}
// The client is interacting with a slot in their own inventory.
let slot_id =
convert_to_player_slot_id(target_inventory.kind, slot.idx as u16);
client_inv.set_slot(slot_id, slot.stack.clone());
inv_state.slots_changed |= 1 << slot_id;
}
}
cursor_item.set_if_neq(CursorItem(new_cursor.clone()));
inv_state.client_updated_cursor_item = Some(new_cursor);
if target_inventory.readonly || client_inv.readonly {
// resync the target inventory
client.write_packet(&InventoryS2c {
window_id: inv_state.window_id,
state_id: VarInt(inv_state.state_id.0),
slots: Cow::Borrowed(target_inventory.slot_slice()),
carried_item: Cow::Borrowed(&cursor_item.0),
});
// resync the client inventory
client.write_packet(&InventoryS2c {
window_id: 0,
state_id: VarInt(inv_state.state_id.0),
slots: Cow::Borrowed(client_inv.slot_slice()),
carried_item: Cow::Borrowed(&cursor_item.0),
});
}
} else {
// The client is interacting with their own inventory.
if inv_state.state_id.0 != pkt.state_id.0 {
// Client is out of sync. Resync and ignore the click.
debug!("Client state id mismatch, resyncing");
inv_state.state_id += 1;
client.write_packet(&InventoryS2c {
window_id: inv_state.window_id,
state_id: VarInt(inv_state.state_id.0),
slots: Cow::Borrowed(client_inv.slot_slice()),
carried_item: Cow::Borrowed(&cursor_item.0),
});
continue;
}
let mut new_cursor = pkt.carried_item.clone();
for slot in pkt.slot_changes.iter() {
if (0_i16..client_inv.slot_count() as i16).contains(&slot.idx) {
if client_inv.readonly {
new_cursor = cursor_item.0.clone();
continue;
}
client_inv.set_slot(slot.idx as u16, slot.stack.clone());
inv_state.slots_changed |= 1 << slot.idx;
} else {
// The client is trying to interact with a slot that does not exist,
// ignore.
warn!(
"Client attempted to interact with slot {} which does not exist",
slot.idx
);
}
}
cursor_item.set_if_neq(CursorItem(new_cursor.clone()));
inv_state.client_updated_cursor_item = Some(new_cursor);
if client_inv.readonly {
// resync the client inventory
client.write_packet(&InventoryS2c {
window_id: 0,
state_id: VarInt(inv_state.state_id.0),
slots: Cow::Borrowed(client_inv.slot_slice()),
carried_item: Cow::Borrowed(&cursor_item.0),
});
}
}
click_slot_events.send(ClickSlotEvent {
client: packet.client,
window_id: pkt.window_id,
state_id: pkt.state_id.0,
slot_id: pkt.slot_idx,
button: pkt.button,
mode: pkt.mode,
slot_changes: pkt.slot_changes.into(),
carried_item: pkt.carried_item,
});
}
}
}
fn handle_player_actions(
mut packets: EventReader<PacketEvent>,
mut clients: Query<(
&mut Inventory,
&mut ClientInventoryState,
&HeldItem,
&mut Client,
)>,
mut drop_item_stack_events: EventWriter<DropItemStackEvent>,
) {
for packet in packets.read() {
if let Some(pkt) = packet.decode::<PlayerActionC2s>() {
match pkt.action {
PlayerAction::DropAllItems => {
if let Ok((mut inv, mut inv_state, &held, mut client)) =
clients.get_mut(packet.client)
{
if inv.readonly {
// resync the client inventory
client.write_packet(&InventoryS2c {
window_id: 0,
state_id: VarInt(inv_state.state_id.0),
slots: Cow::Borrowed(inv.slot_slice()),
carried_item: Cow::Borrowed(&ItemStack::EMPTY),
});
continue;
}
let stack = inv.replace_slot(held.slot(), ItemStack::EMPTY);
if !stack.is_empty() {
inv_state.slots_changed |= 1 << held.slot();
drop_item_stack_events.send(DropItemStackEvent {
client: packet.client,
from_slot: Some(held.slot()),
stack,
});
}
}
}
PlayerAction::DropItem => {
if let Ok((mut inv, mut inv_state, held, mut client)) =
clients.get_mut(packet.client)
{
if inv.readonly {
// resync the client inventory
client.write_packet(&InventoryS2c {
window_id: 0,
state_id: VarInt(inv_state.state_id.0),
slots: Cow::Borrowed(inv.slot_slice()),
carried_item: Cow::Borrowed(&ItemStack::EMPTY),
});
continue;
}
let mut stack = inv.replace_slot(held.slot(), ItemStack::EMPTY);
if !stack.is_empty() {
if stack.count > 1 {
inv.set_slot(
held.slot(),
stack.clone().with_count(stack.count - 1),
);
stack.count = 1;
}
inv_state.slots_changed |= 1 << held.slot();
drop_item_stack_events.send(DropItemStackEvent {
client: packet.client,
from_slot: Some(held.slot()),
stack,
});
}
}
}
PlayerAction::SwapItemWithOffhand => {
if let Ok((mut inv, inv_state, held, mut client)) =
clients.get_mut(packet.client)
{
// this check here might not actually be necessary
if inv.readonly {
// resync the client inventory
client.write_packet(&InventoryS2c {
window_id: 0,
state_id: VarInt(inv_state.state_id.0),
slots: Cow::Borrowed(inv.slot_slice()),
carried_item: Cow::Borrowed(&ItemStack::EMPTY),
});
continue;
}
inv.swap_slot(held.slot(), PlayerInventory::SLOT_OFFHAND);
}
}
_ => {}
}
}
}
}
/// If the player tries to place a block while their inventory is readonly
/// it will be desynced, therefore we set the slot as changed.
fn resync_readonly_inventory_after_block_interaction(
mut clients: Query<(&mut Inventory, &HeldItem)>,
mut events: EventReader<InteractBlockEvent>,
) {
for event in events.read() {
let Ok((mut inventory, held_item)) = clients.get_mut(event.client) else {
continue;
};
if !inventory.readonly {
continue;
}
let slot = if event.hand == Hand::Main {
held_item.slot()
} else {
PlayerInventory::SLOT_OFFHAND
};
if inventory.slot(slot).is_empty() {
continue;
}
inventory.changed |= 1 << slot;
}
}
// TODO: make this event user friendly.
#[derive(Event, Clone, Debug)]
pub struct CreativeInventoryActionEvent {
pub client: Entity,
pub slot: i16,
pub clicked_item: ItemStack,
}
fn handle_creative_inventory_action(
mut packets: EventReader<PacketEvent>,
mut clients: Query<(
&mut Client,
&mut Inventory,
&mut ClientInventoryState,
&GameMode,
)>,
mut inv_action_events: EventWriter<CreativeInventoryActionEvent>,
mut drop_item_stack_events: EventWriter<DropItemStackEvent>,
) {
for packet in packets.read() {
if let Some(pkt) = packet.decode::<CreativeInventoryActionC2s>() {
let Ok((mut client, mut inventory, mut inv_state, game_mode)) =
clients.get_mut(packet.client)
else {
continue;
};
if *game_mode != GameMode::Creative {
// The client is not in creative mode, ignore.
continue;
}
if pkt.slot == -1 {
let stack = pkt.clicked_item.clone();
if !stack.is_empty() {
drop_item_stack_events.send(DropItemStackEvent {
client: packet.client,
from_slot: None,
stack,
});
}
continue;
}
if pkt.slot < 0 || pkt.slot >= inventory.slot_count() as i16 {
// The client is trying to interact with a slot that does not exist, ignore.
continue;
}
// Set the slot without marking it as changed.
inventory.slots[pkt.slot as usize] = pkt.clicked_item.clone();
inv_state.state_id += 1;
// HACK: notchian clients rely on the server to send the slot update when in
// creative mode. Simply marking the slot as changed is not enough. This was
// discovered because shift-clicking the destroy item slot in creative mode does
// not work without this hack.
client.write_packet(&ScreenHandlerSlotUpdateS2c {
window_id: 0,
state_id: VarInt(inv_state.state_id.0),
slot_idx: pkt.slot,
slot_data: Cow::Borrowed(&pkt.clicked_item),
});
inv_action_events.send(CreativeInventoryActionEvent {
client: packet.client,
slot: pkt.slot,
clicked_item: pkt.clicked_item,
});
}
}
}
#[derive(Event, Clone, Debug)]
pub struct UpdateSelectedSlotEvent {
pub client: Entity,
pub slot: u8,
}
/// Handles the `HeldItem` component being changed on a client entity, which
/// indicates that the server has changed the selected hotbar slot.
fn update_player_selected_slot(mut clients: Query<(&mut Client, &HeldItem), Changed<HeldItem>>) {
for (mut client, held_item) in &mut clients {
client.write_packet(&UpdateSelectedSlotS2c {
slot: held_item.hotbar_idx(),
});
}
}
/// Client to Server `HeldItem` Slot
fn handle_update_selected_slot(
mut packets: EventReader<PacketEvent>,
mut clients: Query<&mut HeldItem>,
mut events: EventWriter<UpdateSelectedSlotEvent>,
) {
for packet in packets.read() {
if let Some(pkt) = packet.decode::<UpdateSelectedSlotC2s>() {
if let Ok(mut mut_held) = clients.get_mut(packet.client) {
// We bypass the change detection here because the server listens for changes
// of `HeldItem` in order to send the update to the client.
// This is not required here because the update is coming from the client.
let held = mut_held.bypass_change_detection();
if pkt.slot > 8 {
// The client is trying to interact with a slot that does not exist, ignore.
continue;
}
held.set_hotbar_idx(pkt.slot as u8);
events.send(UpdateSelectedSlotEvent {
client: packet.client,
slot: pkt.slot as u8,
});
}
}
}
}
/// Convert a slot that is outside a target inventory's range to a slot that is
/// inside the player's inventory.
#[doc(hidden)]
pub fn convert_to_player_slot_id(target_kind: InventoryKind, slot_id: u16) -> u16 {
// the first slot in the player's general inventory
let offset = target_kind.slot_count() as u16;
slot_id - offset + 9
}
#[derive(Copy, Clone, PartialEq, Eq, Debug)]
pub enum InventoryKind {
Generic9x1,
Generic9x2,
Generic9x3,
Generic9x4,
Generic9x5,
Generic9x6,
Generic3x3,
Anvil,
Beacon,
BlastFurnace,
BrewingStand,
Crafting,
Enchantment,
Furnace,
Grindstone,
Hopper,
Lectern,
Loom,
Merchant,
ShulkerBox,
Smithing,
Smoker,
Cartography,
Stonecutter,
Player,
}
impl InventoryKind {
/// The number of slots in this inventory. When the inventory is shown to
/// clients, this number does not include the player's main inventory slots.
pub const fn slot_count(self) -> usize {
match self {
InventoryKind::Generic9x1 => 9,
InventoryKind::Generic9x2 => 9 * 2,
InventoryKind::Generic9x3 => 9 * 3,
InventoryKind::Generic9x4 => 9 * 4,
InventoryKind::Generic9x5 => 9 * 5,
InventoryKind::Generic9x6 => 9 * 6,
InventoryKind::Generic3x3 => 3 * 3,
InventoryKind::Anvil => 4,
InventoryKind::Beacon => 1,
InventoryKind::BlastFurnace => 3,
InventoryKind::BrewingStand => 5,
InventoryKind::Crafting => 10,
InventoryKind::Enchantment => 2,
InventoryKind::Furnace => 3,
InventoryKind::Grindstone => 3,
InventoryKind::Hopper => 5,
InventoryKind::Lectern => 1,
InventoryKind::Loom => 4,
InventoryKind::Merchant => 3,
InventoryKind::ShulkerBox => 27,
InventoryKind::Smithing => 3,
InventoryKind::Smoker => 3,
InventoryKind::Cartography => 3,
InventoryKind::Stonecutter => 2,
InventoryKind::Player => 46,
}
}
}
impl From<InventoryKind> for WindowType {
fn from(value: InventoryKind) -> Self {
match value {
InventoryKind::Generic9x1 => WindowType::Generic9x1,
InventoryKind::Generic9x2 => WindowType::Generic9x2,
InventoryKind::Generic9x3 => WindowType::Generic9x3,
InventoryKind::Generic9x4 => WindowType::Generic9x4,
InventoryKind::Generic9x5 => WindowType::Generic9x5,
InventoryKind::Generic9x6 => WindowType::Generic9x6,
InventoryKind::Generic3x3 => WindowType::Generic3x3,
InventoryKind::Anvil => WindowType::Anvil,
InventoryKind::Beacon => WindowType::Beacon,
InventoryKind::BlastFurnace => WindowType::BlastFurnace,
InventoryKind::BrewingStand => WindowType::BrewingStand,
InventoryKind::Crafting => WindowType::Crafting,
InventoryKind::Enchantment => WindowType::Enchantment,
InventoryKind::Furnace => WindowType::Furnace,
InventoryKind::Grindstone => WindowType::Grindstone,
InventoryKind::Hopper => WindowType::Hopper,
InventoryKind::Lectern => WindowType::Lectern,
InventoryKind::Loom => WindowType::Loom,
InventoryKind::Merchant => WindowType::Merchant,
InventoryKind::ShulkerBox => WindowType::ShulkerBox,
InventoryKind::Smithing => WindowType::Smithing,
InventoryKind::Smoker => WindowType::Smoker,
InventoryKind::Cartography => WindowType::Cartography,
InventoryKind::Stonecutter => WindowType::Stonecutter,
// arbitrarily chosen, because a player inventory technically does not have a window
// type
InventoryKind::Player => WindowType::Generic9x4,
}
}
}
impl From<WindowType> for InventoryKind {
fn from(value: WindowType) -> Self {
match value {
WindowType::Generic9x1 => InventoryKind::Generic9x1,
WindowType::Generic9x2 => InventoryKind::Generic9x2,
WindowType::Generic9x3 => InventoryKind::Generic9x3,
WindowType::Generic9x4 => InventoryKind::Generic9x4,
WindowType::Generic9x5 => InventoryKind::Generic9x5,
WindowType::Generic9x6 => InventoryKind::Generic9x6,
WindowType::Generic3x3 => InventoryKind::Generic3x3,
WindowType::Anvil => InventoryKind::Anvil,
WindowType::Beacon => InventoryKind::Beacon,
WindowType::BlastFurnace => InventoryKind::BlastFurnace,
WindowType::BrewingStand => InventoryKind::BrewingStand,
WindowType::Crafting => InventoryKind::Crafting,
WindowType::Enchantment => InventoryKind::Enchantment,
WindowType::Furnace => InventoryKind::Furnace,
WindowType::Grindstone => InventoryKind::Grindstone,
WindowType::Hopper => InventoryKind::Hopper,
WindowType::Lectern => InventoryKind::Lectern,
WindowType::Loom => InventoryKind::Loom,
WindowType::Merchant => InventoryKind::Merchant,
WindowType::ShulkerBox => InventoryKind::ShulkerBox,
WindowType::Smithing => InventoryKind::Smithing,
WindowType::Smoker => InventoryKind::Smoker,
WindowType::Cartography => InventoryKind::Cartography,
WindowType::Stonecutter => InventoryKind::Stonecutter,
}
}
}
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Resource)]
pub struct InventorySettings {
pub validate_actions: bool,
}
impl Default for InventorySettings {
fn default() -> Self {
Self {
validate_actions: true,
}
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn test_convert_to_player_slot() {
assert_eq!(convert_to_player_slot_id(InventoryKind::Generic9x3, 27), 9);
assert_eq!(convert_to_player_slot_id(InventoryKind::Generic9x3, 36), 18);
assert_eq!(convert_to_player_slot_id(InventoryKind::Generic9x3, 54), 36);
assert_eq!(convert_to_player_slot_id(InventoryKind::Generic9x1, 9), 9);
}
#[test]
fn test_convert_hotbar_slot_id() {
assert_eq!(PlayerInventory::hotbar_to_slot(0), 36);
assert_eq!(PlayerInventory::hotbar_to_slot(4), 40);
assert_eq!(PlayerInventory::hotbar_to_slot(8), 44);
}
}