steel_core/behavior/items/
potion.rs1use std::borrow::Cow;
2use std::sync::Arc;
3
4use crate::behavior::item::finish_consuming_stack;
5use crate::behavior::{InteractionResult, ItemBehavior, UseOnContext};
6use crate::entity::LivingEntity;
7use crate::entity::apply_potion_contents;
8use crate::world::World;
9use crate::world::game_event::GameEventContext;
10use glam::DVec3;
11use steel_macros::item_behavior;
12use steel_protocol::packets::game::SoundSource;
13use steel_registry::blocks::block_state_ext::BlockStateExt;
14use steel_registry::data_components::{PotionContents, vanilla_components};
15use steel_registry::item_stack::ItemStack;
16use steel_registry::particle_type::ParticleData;
17use steel_registry::vanilla_block_tags::BlockTag;
18use steel_registry::{
19 sound_events, vanilla_blocks, vanilla_game_events, vanilla_items, vanilla_particle_types,
20 vanilla_potions,
21};
22use steel_utils::Direction;
23use steel_utils::types::UpdateFlags;
24use text_components::TextComponent;
25
26use super::dynamic_name::potion_name;
27
28#[item_behavior]
32pub struct PotionItem;
33
34impl ItemBehavior for PotionItem {
35 fn get_name<'a>(&self, stack: &'a ItemStack) -> Cow<'a, TextComponent> {
36 potion_name(stack)
37 }
38
39 fn finish_using(
40 &self,
41 stack: &mut ItemStack,
42 world: &Arc<World>,
43 user: &dyn LivingEntity,
44 ) -> ItemStack {
45 let contents =
46 stack.get_or_default(vanilla_components::POTION_CONTENTS, PotionContents::empty());
47 let duration_scale = stack.get_or_default(vanilla_components::POTION_DURATION_SCALE, 1.0);
48 apply_potion_contents(&contents, world, user, duration_scale);
49 finish_consuming_stack(stack, world, user)
50 }
51
52 fn use_on(&self, context: &mut UseOnContext) -> InteractionResult {
53 if context.hit_result.direction == Direction::Down {
54 return InteractionResult::Pass;
55 }
56
57 let pos = context.hit_result.block_pos;
58 let block_state = context.world.get_block_state(pos);
59 if !block_state
60 .get_block()
61 .has_tag(&BlockTag::CONVERTABLE_TO_MUD)
62 {
63 return InteractionResult::Pass;
64 }
65
66 let was_water = context.inv.with_inventory(|inv| {
67 let potion_contents = inv
68 .get_item_in_hand(context.hand)
69 .get_or_default(vanilla_components::POTION_CONTENTS, PotionContents::empty());
70 if !potion_contents.is(&vanilla_potions::WATER) {
71 return false;
72 }
73 inv.apply_filled_result(
74 context.hand,
75 ItemStack::new(&vanilla_items::GLASS_BOTTLE),
76 context.player.has_infinite_materials(),
77 true,
78 );
79 true
80 });
81
82 if was_water {
83 context.world.play_sound(
84 &sound_events::ENTITY_GENERIC_SPLASH,
85 SoundSource::Blocks,
86 pos,
87 1.0,
88 1.0,
89 None,
90 );
91 for _ in 0..5 {
92 context.world.send_particles(
93 ParticleData::simple(&vanilla_particle_types::SPLASH),
94 DVec3::new(
95 f64::from(pos.x()) + rand::random::<f64>(),
96 f64::from(pos.y()) + 1.0,
97 f64::from(pos.z()) + rand::random::<f64>(),
98 ),
99 1,
100 DVec3::ZERO,
101 1.0,
102 );
103 }
104 context.world.play_sound(
105 &sound_events::ITEM_BOTTLE_EMPTY,
106 SoundSource::Blocks,
107 pos,
108 1.0,
109 1.0,
110 None,
111 );
112 context.world.game_event(
113 &vanilla_game_events::FLUID_PLACE,
114 pos,
115 &GameEventContext::new(None, None),
116 );
117 context.world.set_block(
118 pos,
119 vanilla_blocks::MUD.default_state(),
120 UpdateFlags::UPDATE_ALL,
121 );
122
123 InteractionResult::Success
124 } else {
125 InteractionResult::Pass
126 }
127 }
128}