steel_core/behavior/items/
potion.rs1use std::borrow::Cow;
2
3use crate::behavior::{InteractionResult, ItemBehavior, UseOnContext};
4use crate::world::game_event::GameEventContext;
5use glam::DVec3;
6use steel_macros::item_behavior;
7use steel_protocol::packets::game::SoundSource;
8use steel_registry::blocks::block_state_ext::BlockStateExt;
9use steel_registry::data_components::{PotionContents, vanilla_components};
10use steel_registry::item_stack::ItemStack;
11use steel_registry::particle_type::ParticleData;
12use steel_registry::vanilla_block_tags::BlockTag;
13use steel_registry::{
14 sound_events, vanilla_blocks, vanilla_game_events, vanilla_items, vanilla_particle_types,
15 vanilla_potions,
16};
17use steel_utils::Direction;
18use steel_utils::types::UpdateFlags;
19use text_components::TextComponent;
20
21use super::dynamic_name::potion_name;
22
23#[item_behavior]
29pub struct PotionItem;
30
31impl ItemBehavior for PotionItem {
32 fn get_name<'a>(&self, stack: &'a ItemStack) -> Cow<'a, TextComponent> {
33 potion_name(stack)
34 }
35
36 fn use_on(&self, context: &mut UseOnContext) -> InteractionResult {
37 if context.hit_result.direction == Direction::Down {
38 return InteractionResult::Pass;
39 }
40
41 let pos = context.hit_result.block_pos;
42 let block_state = context.world.get_block_state(pos);
43 if !block_state
44 .get_block()
45 .has_tag(&BlockTag::CONVERTABLE_TO_MUD)
46 {
47 return InteractionResult::Pass;
48 }
49
50 let was_water = context.inv.with_inventory(|inv| {
51 let potion_contents = inv
52 .get_item_in_hand(context.hand)
53 .get_or_default(vanilla_components::POTION_CONTENTS, PotionContents::empty());
54 if !potion_contents.is(&vanilla_potions::WATER) {
55 return false;
56 }
57 inv.apply_filled_result(
58 context.hand,
59 ItemStack::new(&vanilla_items::GLASS_BOTTLE),
60 context.player.has_infinite_materials(),
61 true,
62 );
63 true
64 });
65
66 if was_water {
67 context.world.play_sound(
68 &sound_events::ENTITY_GENERIC_SPLASH,
69 SoundSource::Blocks,
70 pos,
71 1.0,
72 1.0,
73 None,
74 );
75 for _ in 0..5 {
76 context.world.send_particles(
77 ParticleData::simple(&vanilla_particle_types::SPLASH),
78 DVec3::new(
79 f64::from(pos.x()) + rand::random::<f64>(),
80 f64::from(pos.y()) + 1.0,
81 f64::from(pos.z()) + rand::random::<f64>(),
82 ),
83 1,
84 DVec3::ZERO,
85 1.0,
86 );
87 }
88 context.world.play_sound(
89 &sound_events::ITEM_BOTTLE_EMPTY,
90 SoundSource::Blocks,
91 pos,
92 1.0,
93 1.0,
94 None,
95 );
96 context.world.game_event(
97 &vanilla_game_events::FLUID_PLACE,
98 pos,
99 &GameEventContext::new(None, None),
100 );
101 context.world.set_block(
102 pos,
103 vanilla_blocks::MUD.default_state(),
104 UpdateFlags::UPDATE_ALL,
105 );
106
107 InteractionResult::Success
108 } else {
109 InteractionResult::Pass
110 }
111 }
112}