using UnityEngine;
using Ashwild.Interaction;
using Ashwild.Inventory;
using Ashwild.Player;
namespace Ashwild.Network
{
///
/// The single component for every world pickup — scattered ground items, hand-placed items, and
/// runtime drops alike. A WorldObject backed by the PickableRegistry: scene pickups self-register
/// with a baked id (>= 0); drops are spawned by the registry with a negative id.
///
[DisallowMultipleComponent]
public class Pickable : WorldObject, IInteractable
{
#region Serialized Fields
[Header("Item")]
[SerializeField] private ItemData itemData;
[SerializeField] private int quantity = 1;
[Header("Interaction")]
[SerializeField] private string interactionVerb = "Pick up";
#endregion
#region Public API
///
/// The item this pickup grants.
///
public ItemData ItemData => itemData;
///
/// How many of the item this pickup grants.
///
public int Quantity => quantity;
///
/// Crosshair label such as "Pick up Wood".
///
public string InteractionPrompt =>
itemData != null ? $"{interactionVerb} {itemData.ItemName}" : interactionVerb;
///
/// Configures a runtime drop instance (called by the registry on each client after spawn).
///
public void InitializeAsDrop(int dropId, ItemData data, int qty)
{
SetId(dropId);
itemData = data;
quantity = qty;
}
///
/// IInteractable entry point — runs on the interacting (owner) client.
///
public void Interact() => Pickup();
///
/// Asks the registry (server) to claim this pickup for the local player. Aborts while the player
/// is building (the hammer's placement/demolition would otherwise let an interact press snatch an
/// item mid-build), if already claimed, or if the local inventory is full.
///
/// A full inventory is announced rather than ignored: silently doing nothing on a press is
/// indistinguishable from a broken pickup, and that ambiguity is what hid the real bugs. A scene
/// pickup the registry never accepted (missing or duplicate baked id) is refused here too, with
/// the reason spelled out — the server would drop the request anyway.
///
/// The grab animation fires here, once every refusal is behind us but before the server has
/// answered: the hand must reach out on the press, not a round-trip later. A refused pickup
/// therefore never animates, and a granted one animates immediately.
///
public void Pickup()
{
if (PlayerEvents.IsBuilding) return;
if (itemData == null)
{
Debug.LogError($"[Pickable] '{name}' has no ItemData assigned.", this);
return;
}
if (PickableRegistry.Instance == null)
{
Debug.LogError("[Pickable] No PickableRegistry in the scene.", this);
return;
}
if (PickableRegistry.Instance.IsClaimed(Id)) return;
if (Id >= 0 && !PickableRegistry.Instance.IsRegistered(Id))
{
Debug.LogError($"[Pickable] '{name}' (id {Id}) is not tracked by the registry — the server " +
"would drop this pickup. Check the console for an id error at startup.", this);
return;
}
// Client-side pre-check so we don't claim something we can't hold.
if (PlayerInventory.Instance != null && !PlayerInventory.Instance.CanFit(itemData, quantity))
{
PlayerEvents.RaiseInteractionRefused("Inventory full");
return;
}
PlayerEvents.RaiseGrabPerformed();
PickableRegistry.Instance.RequestPickupServerRpc(Id);
}
#endregion
#region WorldObject
///
/// Only scene pickups self-register; drops are registered by the registry on spawn.
///
protected override bool ShouldAutoRegister => Id >= 0;
///
/// This pickup belongs to the PickableRegistry.
///
protected override WorldObjectRegistry GetRegistry() => PickableRegistry.Instance;
#endregion
}
}