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@ -402,11 +402,9 @@ where |
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Ok(Box::new(None.into_iter()))
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}
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// TODO: multihit weapon penalty?
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// TODO: restrict stealable exp to 100%
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// TODO: track stealable exp per client
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// TODO: convenience function for giving exp and checking levelups (un-duplicate code here and `request_exp`)
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// TODO: reject bosses
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// TODO: use real errors (Idunnoman)
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// TODO: create InventoryError::CannotGetItemHandle or something
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pub async fn player_steals_exp<EG> (id: ClientId,
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@ -430,79 +428,83 @@ where |
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.ok_or(ShipError::InvalidRoom(room_id.0 as u32))?;
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let monster = room.maps.enemy_by_id(expsteal.enemy_id as usize)?;
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let monster_stats = room.monster_stats.get(&monster.monster).ok_or(ShipError::UnknownMonster(monster.monster))?;
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if monster.monster.is_boss() {
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Ok(Box::new(None.into_iter())) // should this be an error?
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} else {
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let monster_stats = room.monster_stats.get(&monster.monster).ok_or(ShipError::UnknownMonster(monster.monster))?;
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let char_special_modifier: f32 = if client.character.char_class.is_android() {
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if room.mode.difficulty() == crate::ship::room::Difficulty::Ultimate {
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0.3
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let char_special_modifier: f32 = if client.character.char_class.is_android() {
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if room.mode.difficulty() == crate::ship::room::Difficulty::Ultimate {
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0.3
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} else {
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0.0
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}
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} else {
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0.0
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}
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} else {
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0.0
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};
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let equipped_weapon_handle = item_manager
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.get_character_inventory_mut(&client.character)?
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.get_equipped_weapon_handle()
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.ok_or(ItemManagerError::CannotGetIndividualItem)?;
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let equipped_weapon = &equipped_weapon_handle
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.item()
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.ok_or(ItemManagerError::Idunnoman)?
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.individual()
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.ok_or(ItemManagerError::Idunnoman)?.item;
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let special_exp_ratio: f32 = {
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match equipped_weapon {
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ItemDetail::Weapon(weapon) => match weapon.special {
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Some(WeaponSpecial::Masters) => 0.08,
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Some(WeaponSpecial::Lords) => 0.10,
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Some(WeaponSpecial::Kings) => 0.12,
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_ => 0.0, // TODO: error - stealing exp with wrong special
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},
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ItemDetail::ESWeapon(esweapon) => match esweapon.special {
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Some(ESWeaponSpecial::Kings) => 0.12,
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_ => 0.0, // TODO: error - stealing exp with wrong special
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},
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_ => 0.0, // TODO: error - stealing exp without a weapon!!
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}
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};
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};
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let equipped_weapon_handle = item_manager
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.get_character_inventory_mut(&client.character)?
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.get_equipped_weapon_handle()
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.ok_or(ItemManagerError::CannotGetIndividualItem)?;
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let equipped_weapon = &equipped_weapon_handle
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.item()
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.ok_or(ItemManagerError::Idunnoman)?
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.individual()
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.ok_or(ItemManagerError::Idunnoman)?.item;
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let special_exp_ratio: f32 = {
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match equipped_weapon {
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ItemDetail::Weapon(weapon) => match weapon.special {
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Some(WeaponSpecial::Masters) => 0.08,
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Some(WeaponSpecial::Lords) => 0.10,
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Some(WeaponSpecial::Kings) => 0.12,
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_ => 0.0, // TODO: error - stealing exp with wrong special
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},
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ItemDetail::ESWeapon(esweapon) => match esweapon.special {
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Some(ESWeaponSpecial::Kings) => 0.12,
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_ => 0.0, // TODO: error - stealing exp with wrong special
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},
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_ => 0.0, // TODO: error - stealing exp without a weapon!!
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}
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};
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let weapon_special_reduction: f32 = {
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match equipped_weapon {
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ItemDetail::Weapon(weapon) => weapon.weapon.special_penalty(),
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ItemDetail::ESWeapon(_esweapon) => 0.0,
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_ => 0.0,
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}
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};
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let weapon_special_reduction: f32 = {
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match equipped_weapon {
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ItemDetail::Weapon(weapon) => weapon.weapon.special_penalty(),
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ItemDetail::ESWeapon(_esweapon) => 0.0,
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_ => 0.0,
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}
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};
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let exp_gain = ((monster_stats.exp as f32 * (char_special_modifier + special_exp_ratio)).clamp(1.0, 80.0) * (1.0 - weapon_special_reduction)) as u32;
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let exp_gain = ((monster_stats.exp as f32 * (char_special_modifier + special_exp_ratio)).clamp(1.0, 80.0) * (1.0 - weapon_special_reduction)) as u32;
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let clients_in_area = client_location.get_clients_in_room(room_id).map_err(|err| -> ClientLocationError { err.into() })?;
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let gain_exp_pkt = builder::message::character_gained_exp(area_client, exp_gain);
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let mut exp_pkts: Box<dyn Iterator<Item = _> + Send> = Box::new(clients_in_area.clone().into_iter()
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.map(move |c| {
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(c.client, SendShipPacket::Message(Message::new(GameMessage::GiveCharacterExp(gain_exp_pkt.clone()))))
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}));
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let clients_in_area = client_location.get_clients_in_room(room_id).map_err(|err| -> ClientLocationError { err.into() })?;
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let gain_exp_pkt = builder::message::character_gained_exp(area_client, exp_gain);
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let mut exp_pkts: Box<dyn Iterator<Item = _> + Send> = Box::new(clients_in_area.clone().into_iter()
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.map(move |c| {
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(c.client, SendShipPacket::Message(Message::new(GameMessage::GiveCharacterExp(gain_exp_pkt.clone()))))
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}));
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let before_level = level_table.get_level_from_exp(client.character.char_class, client.character.exp);
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let after_level = level_table.get_level_from_exp(client.character.char_class, client.character.exp + exp_gain);
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let level_up = before_level != after_level;
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let before_level = level_table.get_level_from_exp(client.character.char_class, client.character.exp);
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let after_level = level_table.get_level_from_exp(client.character.char_class, client.character.exp + exp_gain);
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let level_up = before_level != after_level;
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if level_up {
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let (_, before_stats) = level_table.get_stats_from_exp(client.character.char_class, client.character.exp);
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let (after_level, after_stats) = level_table.get_stats_from_exp(client.character.char_class, client.character.exp + exp_gain);
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if level_up {
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let (_, before_stats) = level_table.get_stats_from_exp(client.character.char_class, client.character.exp);
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let (after_level, after_stats) = level_table.get_stats_from_exp(client.character.char_class, client.character.exp + exp_gain);
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let level_up_pkt = builder::message::character_leveled_up(area_client, after_level, before_stats, after_stats);
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exp_pkts = Box::new(exp_pkts.chain(clients_in_area.into_iter()
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.map(move |c| {
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(c.client, SendShipPacket::Message(Message::new(GameMessage::PlayerLevelUp(level_up_pkt.clone()))))
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})))
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}
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let level_up_pkt = builder::message::character_leveled_up(area_client, after_level, before_stats, after_stats);
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exp_pkts = Box::new(exp_pkts.chain(clients_in_area.into_iter()
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.map(move |c| {
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(c.client, SendShipPacket::Message(Message::new(GameMessage::PlayerLevelUp(level_up_pkt.clone()))))
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})))
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}
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client.character.exp += exp_gain;
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entity_gateway.save_character(&client.character).await?;
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client.character.exp += exp_gain;
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entity_gateway.save_character(&client.character).await?;
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Ok(exp_pkts)
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Ok(exp_pkts)
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}
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}
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