flying-squid/src/lib/plugins/inventory.js
2015-11-23 11:00:09 -05:00

174 lines
4.8 KiB
JavaScript

var Version = require("../version")
var Windows = require("prismarine-windows")(Version).windows
var ItemStack = require("prismarine-item")(Version)
module.exports.player = function(player)
{
player.heldItemSlot = 0
player.heldItem = new ItemStack(256, 1)
player.inventory = new Windows.InventoryWindow(0, "Inventory", 44)
player._client.on("held_item_slot", ({slotId} = {}) => {
player.heldItemSlot = slotId;
player.heldItem = player.inventory.slots[36 + player.heldItemSlot]
player._writeOthersNearby("entity_equipment",{
entityId: player.id,
slot: 0,
item: ItemStack.toNotch(player.heldItem)
});
});
player._client.on("window_click", function(clickInfo){
// Do other stuff the inventory doesn't do, eg spawn the dropped item.
// I've left in stuff that inventory handles, because the cancelling hooks
// might go here (?)
switch(clickInfo.mode){
case 0:
if(clickInfo.mouseButton == 0){
// Left mouse click
// Inventory deals with this
}else{
// Right mouse click
// Inventory deals with this
}
break;
case 1:
if(clickInfo.mouseButton == 0){
// Shift + Left click
// Inventory deals with this
}else{
// Shift + right click
// Inventory deals with this
}
break;
case 2:
// button 0 -> 8, indication hotbar switching items
// (Nothing to do with held_item_slot)
// DANGER! crashes because windows.js hasn't implemented it yet.
break
case 3:
// Middle click
// DANGER! crashes because windows.js hasn't implemented it yet.
break;
case 4:
if(clickInfo.slot == -999){
// Click with nothing outside window. Do nothing.
}else{
// I'd love to implement this, but dropped entities are not finished.
if(clickInfo.mouseButton == 0){
// Drop one item at slot
// Inventory handles removing one
}else{
// Drop full stack at slot
// Inventory handles removing the whole stack
}
}
break;
// Inventory does not support dragging yet, so not implementing yet.
case 5:
if(clickInfo.slot == -999){
switch(clickInfo.mouseButton){
case 0:
// Start left mouse drag
break;
case 4:
// Start right mouse drag
break;
case 2:
// End left mouse drag
break;
case 6:
// End right mouse drag
break;
}
}else{
switch(clickInfo.mouseButton){
case 1:
// Add slot for left mouse drag
break;
case 5:
// Add slot for right mouse drag
break;
}
}
break;
// Inventory does not support double click yet, so not implementing yet.
case 6:
// Double click
break;
}
// Let the inventory know of the click.
// It's important to let it know of the click later, because it destroys
// information we need about the inventory.
player.inventory.acceptClick(clickInfo)
})
player._client.on("set_creative_slot", ({slot,item} ={}) => {
if(item.blockId == -1){
player.inventory.updateSlot(slot, undefined)
return;
}
var newItem = new ItemStack(item.blockId, item.itemCount, item.metadata)
player.inventory.updateSlot(slot, newItem)
if (slot==5)
player._writeOthersNearby("entity_equipment",{
entityId:player.id,
slot:4,
item:item
});
if (slot==6)
player._writeOthersNearby("entity_equipment",{
entityId:player.id,
slot:3,
item:item
});
if (slot==7)
player._writeOthersNearby("entity_equipment",{
entityId:player.id,
slot:2,
item:item
});
if (slot==8)
player._writeOthersNearby("entity_equipment",{
entityId:player.id,
slot:1,
item:item
});
});
player.inventory.on("windowUpdate", function(){
var items = player.inventory.slots
// Update held item
player._writeOthersNearby("entity_equipment",{
entityId: player.id,
slot: 0,
item: ItemStack.toNotch(player.heldItem)
});
// Update slots in inventory
for(var itemIndex in items){
var item = items[itemIndex]
player._client.write("set_slot", {
windowId: 0,
slot: itemIndex,
item: ItemStack.toNotch(item)
})
}
})
};