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move drop item over to item_state

pull/112/head
jake 2 years ago
committed by andy
parent
commit
810d8269af
  1. 69
      src/ship/items/actions.rs
  2. 16
      src/ship/packet/handler/message.rs
  3. 2
      src/ship/ship.rs

69
src/ship/items/actions.rs

@ -3,9 +3,10 @@ use crate::entity::item::ItemNote;
use std::future::Future;
use std::pin::Pin;
use crate::ship::map::MapArea;
use crate::entity::character::{CharacterEntity, CharacterEntityId};
use crate::entity::gateway::EntityGateway;
use crate::ship::items::state::{ItemState, ItemStateProxy, ItemStateAction, ItemAction, ItemStateError, FloorItem, AddItemResult};
use crate::entity::gateway::{EntityGateway, EntityGatewayTransaction};
use crate::ship::items::state::{ItemState, ItemStateProxy, ItemStateAction, ItemAction, ItemStateError, FloorItem, InventoryItem, AddItemResult};
pub enum TriggerCreateItem {ItemAction,
Yes,
@ -21,7 +22,7 @@ fn take_item_from_floor(character_id: CharacterEntityId, item_id: ClientItemId)
let mut floor = item_state.floor(&character_id)?;
let item = floor.take_item(&item_id).ok_or(ItemStateError::NoFloorItem(item_id))?;
item_state.set_floor(floor);
Ok(((item_state, transaction), item))
})
}
@ -71,6 +72,54 @@ fn add_floor_item_to_inventory(character: &CharacterEntity)
}
}
fn take_item_from_inventory(character_id: CharacterEntityId, item_id: ClientItemId)
-> impl for<'a> Fn((ItemStateProxy<'a>, Box<dyn EntityGatewayTransaction + 'a>), ())
-> Pin<Box<dyn Future<Output=Result<((ItemStateProxy, Box<dyn EntityGatewayTransaction + 'a>), InventoryItem), ItemStateError>> + Send + 'a>>
{
move |(mut item_state, mut transaction), _| {
Box::pin(async move {
let mut inventory = item_state.inventory(&character_id)?;
let item = inventory.take_item(&item_id).ok_or_else (|| ItemStateError::NoFloorItem(item_id))?;
transaction.gateway().set_character_inventory(&character_id, &inventory.as_inventory_entity(&character_id)).await?;
item_state.set_inventory(inventory);
Ok(((item_state, transaction), item))
})
}
}
fn add_inventory_item_to_shared_floor(character_id: CharacterEntityId, item_id: ClientItemId, map_area: MapArea, drop_position: (f32, f32, f32))
-> impl for<'a> Fn((ItemStateProxy<'a>, Box<dyn EntityGatewayTransaction + 'a>), InventoryItem)
-> Pin<Box<dyn Future<Output=Result<((ItemStateProxy, Box<dyn EntityGatewayTransaction + 'a>), ()), ItemStateError>> + Send + 'a>>
{
move |(mut item_state, transaction), inventory_item| {
Box::pin(async move {
let transaction = inventory_item.with_entity_id(Ok(transaction), |mut transaction: Result<_, ItemStateError>, entity_id| {
async move {
if let Ok(transaction) = &mut transaction {
transaction.gateway().add_item_note(&entity_id, ItemNote::PlayerDrop {
character_id,
map_area,
x: drop_position.0,
y: drop_position.1,
z: drop_position.2,
}).await?;
}
transaction
}}).await?;
let mut floor = item_state.floor(&character_id)?;
floor.add_inventory_item(inventory_item, map_area, drop_position);
Ok(((item_state, transaction), ()))
})
}
}
pub async fn pick_up_item<EG>(
item_state: &mut ItemState,
entity_gateway: &mut EG,
@ -96,23 +145,21 @@ pub async fn drop_item<EG>(
item_state: &mut ItemState,
entity_gateway: &mut EG,
character: &CharacterEntity,
item_id: &ClientItemId)
item_id: &ClientItemId,
map_area: MapArea,
drop_position: (f32, f32, f32))
-> Result<(), ItemStateError>
where
EG: EntityGateway,
{
/*
let result: Result<TriggerCreateItem, ItemStateError> = entity_gateway.with_transaction(|transaction| async move {
entity_gateway.with_transaction(|transaction| async move {
let item_state_proxy = ItemStateProxy::new(item_state);
let ((item_state_proxy, transaction), result) = ItemStateAction::default()
.act(take_item_from_inventory(character.id, *item_id))
.act(add_inventory_item_to_shared_floor(&character))
.act(add_inventory_item_to_shared_floor(character.id, *item_id, map_area, drop_position))
.commit((item_state_proxy, transaction))
.await?;
item_state_proxy.commit();
Ok((transaction, result))
}).await;
Ok(result?)
*/
Ok(())
}).await
}

16
src/ship/packet/handler/message.rs

@ -7,6 +7,8 @@ use crate::ship::ship::{SendShipPacket, ShipError, Rooms, Clients, ItemDropLocat
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, pick_up_item};
pub async fn request_exp<EG: EntityGateway>(id: ClientId,
request_exp: &RequestExp,
@ -63,12 +65,12 @@ pub async fn request_exp<EG: EntityGateway>(id: ClientId,
}
pub async fn player_drop_item<EG>(id: ClientId,
player_drop_item: &PlayerDropItem,
entity_gateway: &mut EG,
client_location: &ClientLocation,
clients: &mut Clients,
rooms: &mut Rooms,
item_manager: &mut ItemManager)
player_drop_item: &PlayerDropItem,
entity_gateway: &mut EG,
client_location: &ClientLocation,
clients: &mut Clients,
rooms: &mut Rooms,
item_state: &mut ItemState)
-> Result<Box<dyn Iterator<Item = (ClientId, SendShipPacket)> + Send>, anyhow::Error>
where
EG: EntityGateway
@ -80,7 +82,7 @@ where
.as_mut()
.ok_or(ShipError::InvalidRoom(room_id.0 as u32))?;
let area = room.map_areas.get_area_map(player_drop_item.map_area)?;
item_manager.player_drop_item_on_shared_floor(entity_gateway, &client.character, ClientItemId(player_drop_item.item_id), (*area, player_drop_item.x, player_drop_item.y, player_drop_item.z)).await?;
drop_item(item_state, entity_gateway, &client.character, &ClientItemId(player_drop_item.item_id), *area, (player_drop_item.x, player_drop_item.y, player_drop_item.z)).await?;
let clients_in_area = client_location.get_clients_in_room(room_id).map_err(|err| -> ClientLocationError { err.into() })?;
let pdi = player_drop_item.clone();
Ok(Box::new(clients_in_area.into_iter()

2
src/ship/ship.rs

@ -482,7 +482,7 @@ impl<EG: EntityGateway> ShipServerState<EG> {
},
GameMessage::PlayerDropItem(player_drop_item) => {
let block = self.blocks.with_client(id, &self.clients)?;
handler::message::player_drop_item(id, player_drop_item, &mut self.entity_gateway, &block.client_location, &mut self.clients, &mut block.rooms, &mut self.item_manager).await?
handler::message::player_drop_item(id, player_drop_item, &mut self.entity_gateway, &block.client_location, &mut self.clients, &mut block.rooms, &mut self.item_state).await?
},
GameMessage::DropCoordinates(drop_coordinates) => {
let block = self.blocks.with_client(id, &self.clients)?;

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