equipping!
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				| @ -484,3 +484,77 @@ where | ||||
|         Ok((transaction, result)) | ||||
|     }).await | ||||
| } | ||||
| 
 | ||||
| fn equip_inventory_item(character_id: CharacterEntityId, item_id: ClientItemId, equip_slot: u8) | ||||
|                         -> impl for<'a> Fn((ItemStateProxy<'a>, Box<dyn EntityGatewayTransaction + 'a>), ()) | ||||
|                                            -> Pin<Box<dyn Future<Output=Result<((ItemStateProxy<'a>, Box<dyn EntityGatewayTransaction + 'a>), ()), ItemStateError>> + Send + 'a>> | ||||
| { | ||||
|     move |(mut item_state, mut transaction), _| { | ||||
|         Box::pin(async move { | ||||
|             let mut inventory = item_state.inventory(&character_id)?; | ||||
|             inventory.equip(&item_id, equip_slot); | ||||
|             transaction.gateway().set_character_equips(&character_id, &inventory.as_equipped_entity()).await?; | ||||
| 
 | ||||
|             Ok(((item_state, transaction), ())) | ||||
|         }) | ||||
|     } | ||||
| } | ||||
| 
 | ||||
| pub async fn equip_item<'a, EG> ( | ||||
|     item_state: &'a mut ItemState, | ||||
|     entity_gateway: &mut EG, | ||||
|     character: &CharacterEntity, | ||||
|     item_id: &ClientItemId, | ||||
|     equip_slot: u8, | ||||
| ) -> Result<(), ItemStateError> | ||||
| where | ||||
|     EG: EntityGateway, | ||||
| { | ||||
|     entity_gateway.with_transaction(|transaction| async move { | ||||
|         let item_state_proxy = ItemStateProxy::new(item_state); | ||||
|         let ((item_state_proxy, transaction), result) = ItemStateAction::default() | ||||
|             .act(equip_inventory_item(character.id, *item_id, equip_slot)) | ||||
|             .commit((item_state_proxy, transaction)) | ||||
|             .await?; | ||||
|         item_state_proxy.commit(); | ||||
|         Ok((transaction, result)) | ||||
|     }).await | ||||
| } | ||||
| 
 | ||||
| 
 | ||||
| 
 | ||||
| fn unequip_inventory_item(character_id: CharacterEntityId, item_id: ClientItemId) | ||||
|                           -> impl for<'a> Fn((ItemStateProxy<'a>, Box<dyn EntityGatewayTransaction + 'a>), ()) | ||||
|                                              -> Pin<Box<dyn Future<Output=Result<((ItemStateProxy<'a>, Box<dyn EntityGatewayTransaction + 'a>), ()), ItemStateError>> + Send + 'a>> | ||||
| { | ||||
|     move |(mut item_state, mut transaction), _| { | ||||
|         Box::pin(async move { | ||||
|             let mut inventory = item_state.inventory(&character_id)?; | ||||
|             inventory.unequip(&item_id); | ||||
|             transaction.gateway().set_character_equips(&character_id, &inventory.as_equipped_entity()).await?; | ||||
| 
 | ||||
|             Ok(((item_state, transaction), ())) | ||||
|         }) | ||||
|     } | ||||
| } | ||||
| 
 | ||||
| pub async fn unequip_item<'a, EG> ( | ||||
|     item_state: &'a mut ItemState, | ||||
|     entity_gateway: &mut EG, | ||||
|     character: &CharacterEntity, | ||||
|     item_id: &ClientItemId, | ||||
| ) -> Result<(), ItemStateError> | ||||
| where | ||||
|     EG: EntityGateway, | ||||
| { | ||||
|     entity_gateway.with_transaction(|transaction| async move { | ||||
|         let item_state_proxy = ItemStateProxy::new(item_state); | ||||
|         let ((item_state_proxy, transaction), result) = ItemStateAction::default() | ||||
|             .act(unequip_inventory_item(character.id, *item_id)) | ||||
|             .commit((item_state_proxy, transaction)) | ||||
|             .await?; | ||||
|         item_state_proxy.commit(); | ||||
|         Ok((transaction, result)) | ||||
|     }).await | ||||
| } | ||||
| 
 | ||||
|  | ||||
| @ -630,6 +630,77 @@ impl InventoryState { | ||||
|         } | ||||
|     } | ||||
| 
 | ||||
|     pub fn add_meseta(&mut self, amount: u32) -> Result<(), ItemStateError> { | ||||
|         if self.meseta.0 == 999999 { | ||||
|             return Err(ItemStateError::FullOfMeseta) | ||||
|         } | ||||
|         self.meseta.0 = std::cmp::min(self.meseta.0 + amount, 999999); | ||||
|         Ok(()) | ||||
|     } | ||||
| 
 | ||||
|     pub fn add_meseta_no_overflow(&mut self, amount: u32) -> Result<(), ItemStateError> { | ||||
|         if self.meseta.0 + amount > 999999 { | ||||
|             return Err(ItemStateError::FullOfMeseta) | ||||
|         } | ||||
|         self.meseta.0 += amount; | ||||
|         Ok(()) | ||||
|     } | ||||
| 
 | ||||
|     pub fn remove_meseta(&mut self, amount: u32) -> Result<(), ItemStateError> { | ||||
|         if amount > self.meseta.0 { | ||||
|             return Err(ItemStateError::InvalidMesetaRemoval(amount)) | ||||
|         } | ||||
|         self.meseta.0 -= amount; | ||||
|         Ok(()) | ||||
|     } | ||||
| 
 | ||||
|     pub fn equip(&mut self, item_id: &ClientItemId, equip_slot: u8) { | ||||
|         for item in &self.inventory.0 { | ||||
|             if let InventoryItemDetail::Individual(inventory_item) = &item.item { | ||||
|                 if item.item_id == *item_id { | ||||
|                     match inventory_item.item { | ||||
|                         ItemDetail::Weapon(_) => self.equipped.weapon = Some(inventory_item.entity_id), | ||||
|                         ItemDetail::Armor(_) => self.equipped.armor = Some(inventory_item.entity_id), | ||||
|                         ItemDetail::Shield(_) => self.equipped.shield = Some(inventory_item.entity_id), | ||||
|                         ItemDetail::Unit(_) => { | ||||
|                             if let Some(unit) = self.equipped.unit.get_mut(equip_slot as usize) { | ||||
|                                 *unit = Some(inventory_item.entity_id) | ||||
|                             } | ||||
|                         } | ||||
|                         ItemDetail::Mag(_) => self.equipped.mag = Some(inventory_item.entity_id), | ||||
|                         _ => {} | ||||
|                     } | ||||
|                 } | ||||
|             } | ||||
|         } | ||||
|     } | ||||
| 
 | ||||
|     pub fn unequip(&mut self, item_id: &ClientItemId) { | ||||
|         for item in &self.inventory.0 { | ||||
|             if let InventoryItemDetail::Individual(inventory_item) = &item.item { | ||||
|                 if item.item_id == *item_id { | ||||
|                     match inventory_item.item { | ||||
|                         ItemDetail::Weapon(_) => self.equipped.weapon = None, | ||||
|                         ItemDetail::Armor(_) => { | ||||
|                             self.equipped.armor = None; | ||||
|                             self.equipped.unit = [None; 4]; | ||||
|                         } | ||||
|                         ItemDetail::Shield(_) => self.equipped.shield = None, | ||||
|                         ItemDetail::Unit(_) => { | ||||
|                             for unit in self.equipped.unit.iter_mut() { | ||||
|                                 if *unit == Some(inventory_item.entity_id) { | ||||
|                                     *unit = None | ||||
|                                 } | ||||
|                             } | ||||
|                         } | ||||
|                         ItemDetail::Mag(_) => self.equipped.mag = Some(inventory_item.entity_id), | ||||
|                         _ => {} | ||||
|                     } | ||||
|                 } | ||||
|             } | ||||
|         } | ||||
|     } | ||||
| 
 | ||||
|     pub fn as_inventory_entity(&self, _character_id: &CharacterEntityId) -> InventoryEntity { | ||||
|         InventoryEntity { | ||||
|             items: self.inventory.0.iter() | ||||
| @ -657,29 +728,10 @@ impl InventoryState { | ||||
|         } | ||||
|     } | ||||
| 
 | ||||
|     pub fn add_meseta(&mut self, amount: u32) -> Result<(), ItemStateError> { | ||||
|         if self.meseta.0 == 999999 { | ||||
|             return Err(ItemStateError::FullOfMeseta) | ||||
|         } | ||||
|         self.meseta.0 = std::cmp::min(self.meseta.0 + amount, 999999); | ||||
|         Ok(()) | ||||
|     pub fn as_equipped_entity(&self) -> EquippedEntity { | ||||
|         self.equipped.clone() | ||||
|     } | ||||
| 
 | ||||
|     pub fn add_meseta_no_overflow(&mut self, amount: u32) -> Result<(), ItemStateError> { | ||||
|         if self.meseta.0 + amount > 999999 { | ||||
|             return Err(ItemStateError::FullOfMeseta) | ||||
|         } | ||||
|         self.meseta.0 += amount; | ||||
|         Ok(()) | ||||
|     } | ||||
| 
 | ||||
|     pub fn remove_meseta(&mut self, amount: u32) -> Result<(), ItemStateError> { | ||||
|         if amount > self.meseta.0 { | ||||
|             return Err(ItemStateError::InvalidMesetaRemoval(amount)) | ||||
|         } | ||||
|         self.meseta.0 -= amount; | ||||
|         Ok(()) | ||||
|     } | ||||
| 
 | ||||
|     pub fn as_client_inventory_items(&self) -> [character::InventoryItem; 30] { | ||||
|         self.inventory.0.iter() | ||||
|  | ||||
| @ -8,7 +8,7 @@ use crate::ship::location::{ClientLocation, ClientLocationError}; | ||||
| use crate::ship::items::{ItemManager, ClientItemId}; | ||||
| use crate::ship::packet::builder; | ||||
| use crate::ship::items::state::ItemState; | ||||
| use crate::ship::items::actions::{drop_item, drop_partial_item, drop_meseta}; | ||||
| use crate::ship::items::actions::{drop_item, drop_partial_item, drop_meseta, equip_item, unequip_item}; | ||||
| 
 | ||||
| pub async fn request_exp<EG: EntityGateway>(id: ClientId, | ||||
|                                             request_exp: &RequestExp, | ||||
| @ -341,7 +341,7 @@ pub async fn player_equips_item<EG>(id: ClientId, | ||||
|                                     pkt: &PlayerEquipItem, | ||||
|                                     entity_gateway: &mut EG, | ||||
|                                     clients: &Clients, | ||||
|                                     item_manager: &mut ItemManager) | ||||
|                                     item_state: &mut ItemState) | ||||
|                                     -> Result<Box<dyn Iterator<Item = (ClientId, SendShipPacket)> + Send>, anyhow::Error> | ||||
| where | ||||
|     EG: EntityGateway | ||||
| @ -353,7 +353,7 @@ where | ||||
|     else { | ||||
|         0 | ||||
|     }; | ||||
|     item_manager.player_equips_item(entity_gateway, &client.character, ClientItemId(pkt.item_id), equip_slot).await?; | ||||
|     equip_item(item_state, entity_gateway, &client.character, &ClientItemId(pkt.item_id), equip_slot).await?; | ||||
|     Ok(Box::new(None.into_iter())) // TODO: tell other players you equipped an item
 | ||||
| } | ||||
| 
 | ||||
| @ -361,13 +361,13 @@ pub async fn player_unequips_item<EG>(id: ClientId, | ||||
|                                     pkt: &PlayerUnequipItem, | ||||
|                                     entity_gateway: &mut EG, | ||||
|                                     clients: &Clients, | ||||
|                                     item_manager: &mut ItemManager) | ||||
|                                     item_state: &mut ItemState) | ||||
|                                     -> Result<Box<dyn Iterator<Item = (ClientId, SendShipPacket)> + Send>, anyhow::Error> | ||||
| where | ||||
|     EG: EntityGateway | ||||
| { | ||||
|     let client = clients.get(&id).ok_or(ShipError::ClientNotFound(id))?; | ||||
|     item_manager.player_unequips_item(entity_gateway, &client.character, ClientItemId(pkt.item_id)).await?; | ||||
|     unequip_item(item_state, entity_gateway, &client.character, &ClientItemId(pkt.item_id)).await?; | ||||
|     Ok(Box::new(None.into_iter())) // TODO: tell other players if you unequip an item
 | ||||
| } | ||||
| 
 | ||||
|  | ||||
| @ -512,10 +512,10 @@ impl<EG: EntityGateway> ShipServerState<EG> { | ||||
|                 handler::message::player_feed_mag(id, player_feed_mag, &mut self.entity_gateway, &block.client_location, &self.clients, &mut self.item_manager).await? | ||||
|             }, | ||||
|             GameMessage::PlayerEquipItem(player_equip_item) => { | ||||
|                 handler::message::player_equips_item(id, player_equip_item, &mut self.entity_gateway, &self.clients, &mut self.item_manager).await? | ||||
|                 handler::message::player_equips_item(id, player_equip_item, &mut self.entity_gateway, &self.clients, &mut self.item_state).await? | ||||
|             }, | ||||
|             GameMessage::PlayerUnequipItem(player_unequip_item) => { | ||||
|                 handler::message::player_unequips_item(id, player_unequip_item, &mut self.entity_gateway, &self.clients, &mut self.item_manager).await? | ||||
|                 handler::message::player_unequips_item(id, player_unequip_item, &mut self.entity_gateway, &self.clients, &mut self.item_state).await? | ||||
|             }, | ||||
|             GameMessage::SortItems(sort_items) => { | ||||
|                 handler::message::player_sorts_items(id, sort_items, &mut self.entity_gateway, &self.clients, &mut self.item_manager).await? | ||||
|  | ||||
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