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Inventory.tsx
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340 lines (306 loc) · 11.5 KB
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import * as THREE from 'three';
import React, { useEffect, useState, useRef } from 'react';
import SampleType from '../../game/data/sampleType';
import {
GetInventoryMapping,
GetInventoryRows,
GetInventoryColumns,
GetItemResourceIndex,
MapItem,
CanUseItem,
} from '../../game/data/inventory';
import { getText } from '../../resources';
import '../styles/inventory.scss';
import {
createOverlayScene,
createOverlayClock,
createOverlayCanvas,
createOverlayRenderer,
loadSceneInventoryModel,
} from './overlay';
import { ControlsState } from '../../game/ControlsState';
import { getParams } from '../../params';
import { heroUseItem } from '../../game/loop/hero';
const InventoryObjectsIndex = 4;
const InventoryTextOffset = 100;
const isLBA1 = getParams().game === 'lba1';
const Inventory = ({ game, closeInventory }: any) => {
const [selectedSlot, setSelectedSlot] = useState(game.getState().hero.inventorySlot);
const [clock, setClock] = useState(null);
const [canvas, setCanvas] = useState(null);
const [renderer, setRenderer] = useState(null);
const [invScenes, setInvScenes] = useState(null);
const [models, setModels] = useState(null);
const [invText, setInvText] = useState(null);
const inventoryRef = useRef(null);
const itemNodes = {};
for (let i = 0; i < GetInventoryRows(); i += 1) {
for (let j = 0; j < GetInventoryColumns(); j += 1) {
const slot = i * GetInventoryColumns() + j;
itemNodes[slot] = useRef(null);
}
}
const resolveItem = (slot: number) => {
const rawItemId = GetInventoryMapping()[slot];
const inventoryFlags = game.getState().flags.inventory;
const state = inventoryFlags[rawItemId];
const itemId = MapItem(rawItemId, state);
return itemId;
};
const resolveItemResource = (slot: number) => {
const itemId = resolveItem(slot);
const resourceId = GetItemResourceIndex(itemId);
return resourceId;
};
useEffect(() => {
setClock(createOverlayClock());
setCanvas(createOverlayCanvas('inventory-canvas'));
setModels([]);
const scenes = {};
for (let i = 0; i < GetInventoryRows(); i += 1) {
for (let j = 0; j < GetInventoryColumns(); j += 1) {
const slot = i * GetInventoryColumns() + j;
scenes[slot] = createOverlayScene(3);
}
}
setInvScenes(scenes);
}, []);
useEffect(() => {
if (canvas) {
if (renderer === null) {
setRenderer(createOverlayRenderer(canvas, 'inventory'));
}
inventoryRef.current.appendChild(canvas);
}
}, [canvas]);
useEffect(() => {
return () => {
if (renderer) {
renderer.dispose();
}
};
}, [renderer]);
const loadModelForResource = async (slot: number, resource: number) => {
models[slot] = {
model: await loadSceneInventoryModel(invScenes[slot], resource),
resourceId: resource,
};
setModels(models);
};
const loadModel = async (slot) => {
// Models depend on the item state (e.g. blowgun vs blowtron).
const resourceId = resolveItemResource(slot);
await loadModelForResource(slot, resourceId);
};
useEffect(() => {
if (clock) {
clock.start();
const questFlags = game.getState().flags.quest;
for (let i = 0; i < GetInventoryRows(); i += 1) {
for (let j = 0; j < GetInventoryColumns(); j += 1) {
const slot = i * GetInventoryColumns() + j;
if (questFlags[GetInventoryMapping()[slot]]) {
loadModel(slot);
}
}
}
}
return () => {
if (clock) {
clock.stop();
}
};
}, [clock]);
const listener = (key: string | number, controlsState: ControlsState) => {
let action = false;
let newSlot = -1;
if (key === 'ArrowLeft' || controlsState?.left === 1) {
if (selectedSlot % GetInventoryColumns() === 0) {
newSlot = selectedSlot + GetInventoryColumns() - 1;
} else {
newSlot = selectedSlot - 1;
}
action = true;
}
if (key === 'ArrowRight' || controlsState?.right === 1) {
if ((selectedSlot + 1) % GetInventoryColumns() === 0) {
newSlot = selectedSlot - GetInventoryColumns() + 1;
} else {
newSlot = selectedSlot + 1;
}
action = true;
}
if (key === 'ArrowUp' || controlsState?.up === 1) {
if (selectedSlot < GetInventoryColumns()) {
newSlot = selectedSlot + GetInventoryColumns() * (GetInventoryRows() - 1);
} else {
newSlot = selectedSlot - GetInventoryColumns();
}
action = true;
}
if (key === 'ArrowDown' || controlsState?.down === 1) {
if (selectedSlot >=
GetInventoryColumns() * GetInventoryRows() - GetInventoryColumns()) {
newSlot = selectedSlot - GetInventoryColumns() * (GetInventoryRows() - 1);
} else {
newSlot = selectedSlot + GetInventoryColumns();
}
action = true;
}
if (key === 'Enter' || controlsState?.action === 1) {
// Use the raw (state-independent) item ID here as it may trigger script actions.
const slot = game.getState().hero.inventorySlot;
const rawItemId = GetInventoryMapping()[slot];
const itemId = resolveItem(slot);
if (game.getState().flags.quest[rawItemId] >= 1 && CanUseItem(itemId)) {
heroUseItem(game, rawItemId, itemId);
closeInventory();
} else {
game.getAudioManager().playSample(SampleType.ERROR);
}
}
if (key === 'Escape' || controlsState?.shift === 1) {
closeInventory();
}
if (action) {
setSelectedSlot(newSlot);
game.getState().hero.inventorySlot = newSlot;
}
event.preventDefault();
event.stopPropagation();
};
const keyboardListener = (event) => {
listener(event.code, null);
};
const gamepadListener = (event) => {
listener(null, event.detail as ControlsState);
};
useEffect(() => {
window.addEventListener('keydown', keyboardListener);
window.addEventListener('lbagamepadchanged', gamepadListener);
return () => {
window.addEventListener('lbagamepadchanged', gamepadListener);
window.removeEventListener('keydown', keyboardListener);
};
});
const renderLoop = (time, slot, selected, item) => {
const model = models[slot];
const m = model?.model;
if (!item || !item.current || !m) {
return;
}
// If the item state has changed, request a reload and skip rendering.
const resourceId = resolveItemResource(slot);
if (model.resourceId !== resourceId) {
models[slot] = null;
loadModelForResource(slot, resourceId);
return;
}
const s = invScenes[slot];
const canvasClip = canvas.getBoundingClientRect();
const { left, bottom, width, height } = item.current.getBoundingClientRect();
// Set canvas size once with same aspect ratio as the inventory item box
if (canvas.width === 0) {
canvas.width = canvas.style.width = width * 8;
canvas.height = canvas.style.height = height * 8;
renderer.resize(canvas.width, canvas.height);
}
const itemLeft = left - canvasClip.left;
const itemBottom = canvasClip.bottom - bottom;
renderer.stats.begin();
renderer.setViewport(itemLeft, itemBottom, width, height);
renderer.setScissor(itemLeft, itemBottom, width, height);
renderer.setScissorTest(true);
s.camera.update(m, selected, { x: 0, y: 0 }, 2.5, time);
const h = m.boundingBox.max.y - m.boundingBox.min.y;
s.camera.controlNode.position.add(new THREE.Vector3(0, h * -0.5, 0));
renderer.render(s);
renderer.stats.end();
};
useEffect(() => {
if (renderer) {
renderer.threeRenderer.setAnimationLoop(() => {
const time = {
delta: Math.min(clock.getDelta(), 0.05),
elapsed: clock.getElapsedTime(),
};
const questFlags = game.getState().flags.quest;
for (let i = 0; i < GetInventoryRows(); i += 1) {
for (let j = 0; j < GetInventoryColumns(); j += 1) {
const slot = i * GetInventoryColumns() + j;
if (questFlags[GetInventoryMapping()[slot]]) {
renderLoop(time, slot, selectedSlot === slot, itemNodes[slot]);
}
}
}
});
}
return () => {
if (renderer) {
renderer.threeRenderer.setAnimationLoop(null);
}
};
}, [renderer, selectedSlot]);
useEffect(() => {
// Text depends on item state (e.g. blowgun vs blowtron).
const questFlags = game.getState().flags.quest;
const rawItemId = GetInventoryMapping()[selectedSlot];
const resourceId = resolveItemResource(selectedSlot);
if (questFlags[rawItemId]) {
getText(InventoryObjectsIndex).then((res) => {
setInvText(res[InventoryTextOffset + resourceId].value);
});
} else {
setInvText('');
}
}, [selectedSlot]);
const inventorySlots = [];
for (let i = 0; i < GetInventoryRows(); i += 1) {
for (let j = 0; j < GetInventoryColumns(); j += 1) {
const slot = i * GetInventoryColumns() + j;
const value = game.getState().flags.quest[GetInventoryMapping()[slot]];
const inInventory = value >= 1;
const itemId = resolveItem(slot);
const equipped = itemId === game.getState().hero.equippedItemId;
inventorySlots.push(
<div
ref={itemNodes[slot]}
key={slot}
className={`
inventoryItem ${selectedSlot === slot ? 'selected' : ''}
${inInventory === true ? 'inInventory' : ''}
${equipped === true ? 'equipped' : ''}
`}
>
{value > 1 && (
<div className="inventoryValue">
{value}
</div>
)}
</div>
);
}
}
return (
<div className={`
inventory
${isLBA1 === true ? 'inventoryLba1' : ''}
`}>
<div className={`
inventoryItems
${isLBA1 === true ? 'inventoryItemsLba1' : ''}
`}
ref={inventoryRef}
>
{inventorySlots}
</div>
<div className={`
inventoryText
${isLBA1 === true ? 'inventoryTextLba1' : ''}
`}>
<p>{invText}</p>
</div>
</div>
);
};
export default Inventory;