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equipping!

pull/112/head
jake 2 years ago
committed by andy
parent
commit
cf09433df2
  1. 74
      src/ship/items/actions.rs
  2. 94
      src/ship/items/state.rs
  3. 10
      src/ship/packet/handler/message.rs
  4. 4
      src/ship/ship.rs

74
src/ship/items/actions.rs

@ -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
}

94
src/ship/items/state.rs

@ -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 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 as_equipped_entity(&self) -> EquippedEntity {
self.equipped.clone()
}
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()

10
src/ship/packet/handler/message.rs

@ -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
}

4
src/ship/ship.rs

@ -514,10 +514,10 @@ 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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