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implement grinders

pull/128/head
jake 2 years ago
parent
commit
28c0073dff
  1. 10
      src/entity/item/weapon.rs
  2. 30
      src/ship/items/apply_item.rs
  3. 13
      src/ship/items/inventory.rs
  4. 8
      src/ship/items/state.rs
  5. 86
      tests/test_item_use.rs

10
src/entity/item/weapon.rs

@ -1479,7 +1479,8 @@ impl Weapon {
} }
pub fn apply_modifier(&mut self, modifier: &WeaponModifier) { pub fn apply_modifier(&mut self, modifier: &WeaponModifier) {
if let WeaponModifier::Tekked{special, percent, grind} = modifier {
match modifier {
WeaponModifier::Tekked{special, percent, grind} => {
match special { match special {
TekSpecialModifier::Plus => { TekSpecialModifier::Plus => {
self.special = self.special.map(|special| { self.special = self.special.map(|special| {
@ -1517,6 +1518,13 @@ impl Weapon {
} }
self.grind = std::cmp::max(self.grind as i32 + grind, 0) as u8; self.grind = std::cmp::max(self.grind as i32 + grind, 0) as u8;
self.tekked = true; self.tekked = true;
},
WeaponModifier::AddGrind {amount, ..} => {
self.grind += *amount as u8;
},
WeaponModifier::AddPercents {..} => {
// TODO
}
} }
} }

30
src/ship/items/apply_item.rs

@ -10,6 +10,7 @@ use crate::entity::item::mag::{MagCell, MagCellError};
use crate::entity::item::tool::{Tool, ToolType}; use crate::entity::item::tool::{Tool, ToolType};
use crate::entity::item::tech::TechniqueDisk; use crate::entity::item::tech::TechniqueDisk;
use crate::entity::item::{ItemDetail, ItemEntityId}; use crate::entity::item::{ItemDetail, ItemEntityId};
use crate::entity::item::weapon::WeaponModifier;
use crate::ship::items::state::ItemStateProxy; use crate::ship::items::state::ItemStateProxy;
use crate::ship::items::inventory::{InventoryItem, InventoryItemDetail}; use crate::ship::items::inventory::{InventoryItem, InventoryItemDetail};
@ -34,7 +35,7 @@ pub enum ApplyItemError {
pub enum ApplyItemAction { pub enum ApplyItemAction {
UpdateCharacter(Box<CharacterEntity>), UpdateCharacter(Box<CharacterEntity>),
CreateItem(ItemDetail), CreateItem(ItemDetail),
//TransformItem,
//TransformItem(ItemDetail),
//RemoveItem, //RemoveItem,
} }
@ -241,6 +242,30 @@ fn jack_o_lantern() -> Result<Vec<ApplyItemAction>, anyhow::Error>
Ok(vec![ApplyItemAction::CreateItem(ItemDetail::Tool(Tool {tool: mag_type}))]) Ok(vec![ApplyItemAction::CreateItem(ItemDetail::Tool(Tool {tool: mag_type}))])
} }
async fn weapon_grind<'a, EG>(item_state: &mut ItemStateProxy,
entity_gateway: &mut EG,
character: &mut CharacterEntity,
entity_id: ItemEntityId,
grind: u32,)
-> Result<Vec<ApplyItemAction>, anyhow::Error>
where
EG: EntityGateway + ?Sized,
{
let modifier = WeaponModifier::AddGrind {
amount: grind,
grinder: entity_id,
};
let mut inventory = item_state.inventory(&character.id).await?;
let (weapon_entity_id, weapon) = inventory.equipped_weapon_mut()
.ok_or(ApplyItemError::ItemNotEquipped)?;
weapon.apply_modifier(&modifier);
entity_gateway.add_weapon_modifier(&weapon_entity_id, &modifier).await?;
item_state.set_inventory(inventory).await;
Ok(Vec::new())
}
async fn apply_tool<'a, EG>(item_state: &mut ItemStateProxy, async fn apply_tool<'a, EG>(item_state: &mut ItemStateProxy,
entity_gateway: &mut EG, entity_gateway: &mut EG,
character: &mut CharacterEntity, character: &mut CharacterEntity,
@ -271,6 +296,9 @@ where
ToolType::Antidote => Ok(Vec::new()), ToolType::Antidote => Ok(Vec::new()),
ToolType::Antiparalysis => Ok(Vec::new()), ToolType::Antiparalysis => Ok(Vec::new()),
ToolType::TrapVision => Ok(Vec::new()), ToolType::TrapVision => Ok(Vec::new()),
ToolType::Monogrinder => weapon_grind(item_state, entity_gateway, character, entity_id, 1).await,
ToolType::Digrinder => weapon_grind(item_state, entity_gateway, character, entity_id, 2).await,
ToolType::Trigrinder => weapon_grind(item_state, entity_gateway, character, entity_id, 3).await,
ToolType::HuntersReport => Ok(Vec::new()), ToolType::HuntersReport => Ok(Vec::new()),
ToolType::CellOfMag502 ToolType::CellOfMag502
| ToolType::CellOfMag213 | ToolType::CellOfMag213

13
src/ship/items/inventory.rs

@ -7,6 +7,7 @@ use std::future::Future;
use crate::entity::character::CharacterEntityId; use crate::entity::character::CharacterEntityId;
use crate::entity::item::tool::ToolType; use crate::entity::item::tool::ToolType;
use crate::entity::item::mag::Mag; use crate::entity::item::mag::Mag;
use crate::entity::item::weapon::Weapon;
use crate::ship::shops::{ShopItem, ArmorShopItem, ToolShopItem, WeaponShopItem}; use crate::ship::shops::{ShopItem, ArmorShopItem, ToolShopItem, WeaponShopItem};
use crate::ship::items::state::ItemStateError; use crate::ship::items::state::ItemStateError;
use crate::ship::items::state::{IndividualItemDetail, StackedItemDetail, AddItemResult}; use crate::ship::items::state::{IndividualItemDetail, StackedItemDetail, AddItemResult};
@ -453,6 +454,18 @@ impl InventoryState {
.find(|(entity_id, _)| *entity_id == mag_id) .find(|(entity_id, _)| *entity_id == mag_id)
} }
pub fn equipped_weapon_mut(&mut self) -> Option<(ItemEntityId, &mut Weapon)> {
let weapon_id = self.equipped.weapon?;
self.inventory.0
.iter_mut()
.filter_map(|i| {
let individual = i.item.as_individual_mut()?;
let entity_id = individual.entity_id;
Some((entity_id, individual.as_weapon_mut()?))
})
.find(|(entity_id, _)| *entity_id == weapon_id)
}
pub fn sort(&mut self, item_ids: &[ClientItemId]) { pub fn sort(&mut self, item_ids: &[ClientItemId]) {
self.inventory.0.sort_by(|a, b| { self.inventory.0.sort_by(|a, b| {
let a_index = item_ids.iter().position(|item_id| *item_id == a.item_id); let a_index = item_ids.iter().position(|item_id| *item_id == a.item_id);

8
src/ship/items/state.rs

@ -91,6 +91,14 @@ impl IndividualItemDetail {
} }
} }
pub fn as_weapon_mut(&mut self) -> Option<&mut Weapon> {
match &mut self.item {
ItemDetail::Weapon(weapon) => Some(weapon),
_ => None
}
}
pub fn as_client_bytes(&self) -> [u8; 16] { pub fn as_client_bytes(&self) -> [u8; 16] {
match &self.item { match &self.item {
ItemDetail::Weapon(w) => w.as_bytes(), ItemDetail::Weapon(w) => w.as_bytes(),

86
tests/test_item_use.rs

@ -312,22 +312,6 @@ async fn test_use_barta_1() {
let (user1, char1) = new_user_character(&mut entity_gateway, "a1", "a", 1).await; let (user1, char1) = new_user_character(&mut entity_gateway, "a1", "a", 1).await;
/*
let mut p1_inv = Vec::new();
for tool in vec![item::tool::ToolType::PowerMaterial, item::tool::ToolType::].into_iter() {
let mut item = Vec::new();
for _ in 0..5usize {
item.push(entity_gateway.create_item(
item::NewItemEntity {
item: item::ItemDetail::Tool(
item::tool::Tool {
tool: tool
}
),
}).await.unwrap());
}
p1_inv.push(item::InventoryItemEntity::Stacked(item));
}*/
let inv = vec![ let inv = vec![
entity_gateway.create_item( entity_gateway.create_item(
item::NewItemEntity { item::NewItemEntity {
@ -391,6 +375,76 @@ async fn test_use_barta_1() {
assert!(char.techs.techs.get(&item::tech::Technique::Barta).is_none()); assert!(char.techs.techs.get(&item::tech::Technique::Barta).is_none());
} }
#[async_std::test]
async fn test_use_monogrinder() {
let mut entity_gateway = InMemoryGateway::default();
let (_user1, char1) = new_user_character(&mut entity_gateway, "a1", "a", 1).await;
let saber = entity_gateway.create_item(
item::NewItemEntity {
item: item::ItemDetail::Weapon(
item::weapon::Weapon {
weapon: item::weapon::WeaponType::Saber,
grind: 0,
special: None,
attrs: [None, None, None],
tekked: true,
}
),
}).await.unwrap();
let mut grinders = Vec::new();
for _ in 0..3usize {
grinders.push(entity_gateway.create_item(
item::NewItemEntity {
item: item::ItemDetail::Tool(
item::tool::Tool {
tool: item::tool::ToolType::Monogrinder,
}
),
}).await.unwrap());
}
let equipped = item::EquippedEntity {
weapon: Some(saber.id),
armor: None,
shield: None,
unit: [None; 4],
mag: None,
};
entity_gateway.set_character_equips(&char1.id, &equipped).await.unwrap();
entity_gateway.set_character_inventory(&char1.id, &item::InventoryEntity::new(vec![item::InventoryItemEntity::Individual(saber),
item::InventoryItemEntity::Stacked(grinders)])).await.unwrap();
let mut ship = Box::new(ShipServerState::builder()
.gateway(entity_gateway.clone())
.build());
log_in_char(&mut ship, ClientId(1), "a1", "a").await;
join_lobby(&mut ship, ClientId(1)).await;
create_room(&mut ship, ClientId(1), "room", "").await;
ship.handle(ClientId(1), RecvShipPacket::Message(Message::new(GameMessage::PlayerUseItem(PlayerUseItem {
client: 0,
target: 0,
item_id: 0x10001,
})))).await.unwrap();
ship.handle(ClientId(1), RecvShipPacket::Message(Message::new(GameMessage::PlayerUseItem(PlayerUseItem {
client: 0,
target: 0,
item_id: 0x10001,
})))).await.unwrap();
let inventory_items = entity_gateway.get_character_inventory(&char1.id).await.unwrap();
assert_eq!(inventory_items.items.len(), 2);
assert!(matches!(inventory_items.items[0], item::InventoryItemEntity::Individual(item::ItemEntity{ item: item::ItemDetail::Weapon(item::weapon::Weapon {grind: 2, ..}), ..})));
}
// TODO: tests for ALL ITEMS WOW // TODO: tests for ALL ITEMS WOW
/* /*

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