use libpso::packet::ship::*; use libpso::packet::messages::*; use crate::entity::gateway::EntityGateway; use crate::entity::item::Meseta; use crate::common::serverstate::ClientId; use crate::common::leveltable::CharacterLevelTable; use crate::ship::ship::{SendShipPacket, ShipError, Rooms, Clients, ItemDropLocation}; use crate::ship::location::{ClientLocation, ClientLocationError}; use crate::ship::items::ClientItemId; use crate::ship::packet::builder; use crate::ship::items::state::ItemState; use crate::ship::items::tasks::{drop_item, drop_partial_item, drop_meseta, equip_item, unequip_item, sort_inventory, use_item, feed_mag, sell_item, take_meseta}; pub async fn request_exp(id: ClientId, request_exp: &RequestExp, entity_gateway: &mut EG, client_location: &ClientLocation, clients: &mut Clients, rooms: &mut Rooms, level_table: &CharacterLevelTable) -> Result + Send>, anyhow::Error> { let client = clients.get_mut(&id).ok_or(ShipError::ClientNotFound(id))?; let area_client = client_location.get_local_client(id).map_err(|err| -> ClientLocationError { err.into() })?; let room_id = client_location.get_room(id).map_err(|err| -> ClientLocationError { err.into() })?; let room = rooms.get_mut(room_id.0) .ok_or(ShipError::InvalidRoom(room_id.0 as u32))? .as_mut() .ok_or(ShipError::InvalidRoom(room_id.0 as u32))?; let monster = room.maps.enemy_by_id(request_exp.enemy_id as usize)?; let monster_stats = room.monster_stats.get(&monster.monster).ok_or(ShipError::UnknownMonster(monster.monster))?; let exp_gain = if request_exp.last_hitter == 1 { monster_stats.exp } else { ((monster_stats.exp as f32) * 0.8) as u32 }; let clients_in_area = client_location.get_clients_in_room(room_id).map_err(|err| -> ClientLocationError { err.into() })?; let gain_exp_pkt = builder::message::character_gained_exp(area_client, exp_gain); let mut exp_pkts: Box + Send> = Box::new(clients_in_area.clone().into_iter() .map(move |c| { (c.client, SendShipPacket::Message(Message::new(GameMessage::GiveCharacterExp(gain_exp_pkt.clone())))) })); let before_level = level_table.get_level_from_exp(client.character.char_class, client.character.exp); let after_level = level_table.get_level_from_exp(client.character.char_class, client.character.exp + exp_gain); let level_up = before_level != after_level; if level_up { let (_, before_stats) = level_table.get_stats_from_exp(client.character.char_class, client.character.exp); let (after_level, after_stats) = level_table.get_stats_from_exp(client.character.char_class, client.character.exp + exp_gain); let level_up_pkt = builder::message::character_leveled_up(area_client, after_level, before_stats, after_stats); exp_pkts = Box::new(exp_pkts.chain(clients_in_area.into_iter() .map(move |c| { (c.client, SendShipPacket::Message(Message::new(GameMessage::PlayerLevelUp(level_up_pkt.clone())))) }))) } client.character.exp += exp_gain; entity_gateway.save_character(&client.character).await?; Ok(exp_pkts) } pub async fn player_drop_item(id: ClientId, player_drop_item: &PlayerDropItem, entity_gateway: &mut EG, client_location: &ClientLocation, clients: &mut Clients, rooms: &mut Rooms, item_state: &mut ItemState) -> Result + Send>, anyhow::Error> where EG: EntityGateway { let client = clients.get_mut(&id).ok_or(ShipError::ClientNotFound(id))?; let room_id = client_location.get_room(id).map_err(|err| -> ClientLocationError { err.into() })?; let room = rooms.get_mut(room_id.0) .ok_or(ShipError::InvalidRoom(room_id.0 as u32))? .as_mut() .ok_or(ShipError::InvalidRoom(room_id.0 as u32))?; let area = room.map_areas.get_area_map(player_drop_item.map_area)?; 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() .map(move |c| { (c.client, SendShipPacket::Message(Message::new(GameMessage::PlayerDropItem(pdi.clone())))) }))) } pub fn drop_coordinates(id: ClientId, drop_coordinates: &DropCoordinates, client_location: &ClientLocation, clients: &mut Clients, rooms: &Rooms) -> Result + Send>, anyhow::Error> { let client = clients.get_mut(&id).ok_or(ShipError::ClientNotFound(id))?; let room_id = client_location.get_room(id).map_err(|err| -> ClientLocationError { err.into() })?; let room = rooms.get(room_id.0) .ok_or(ShipError::InvalidRoom(room_id.0 as u32))? .as_ref() .ok_or(ShipError::InvalidRoom(room_id.0 as u32))?; client.item_drop_location = Some(ItemDropLocation { map_area: *room.map_areas.get_area_map(drop_coordinates.map_area)?, x: drop_coordinates.x, z: drop_coordinates.z, item_id: ClientItemId(drop_coordinates.item_id), }); Ok(Box::new(None.into_iter())) // TODO: do we need to send a packet here? } pub async fn no_longer_has_item(id: ClientId, no_longer_has_item: &PlayerNoLongerHasItem, entity_gateway: &mut EG, client_location: &ClientLocation, clients: &mut Clients, item_state: &mut ItemState) -> Result + Send>, anyhow::Error> where EG: EntityGateway { let client = clients.get_mut(&id).ok_or(ShipError::ClientNotFound(id))?; let area_client = client_location.get_local_client(id).map_err(|err| -> ClientLocationError { err.into() })?; let room_id = client_location.get_room(id).map_err(|err| -> ClientLocationError { err.into() })?; if let Some(drop_location) = client.item_drop_location { if drop_location.item_id.0 != no_longer_has_item.item_id { return Err(ShipError::DropInvalidItemId(no_longer_has_item.item_id).into()); } if no_longer_has_item.item_id == 0xFFFFFFFF { let dropped_meseta = drop_meseta(item_state, entity_gateway, &client.character, drop_location.map_area, (drop_location.x, drop_location.z), no_longer_has_item.amount).await?; let dropped_meseta_pkt = builder::message::drop_split_meseta_stack(area_client, &dropped_meseta)?; let no_longer_has_meseta_pkt = builder::message::player_no_longer_has_meseta(area_client, no_longer_has_item.amount as u32); client.item_drop_location = None; let clients_in_area = client_location.get_clients_in_room(room_id).map_err(|err| -> ClientLocationError { err.into() })?; Ok(Box::new(clients_in_area.into_iter() .flat_map(move |c| { std::iter::once((c.client, SendShipPacket::Message(Message::new(GameMessage::DropSplitStack(dropped_meseta_pkt.clone()))))) .chain( if c.client != id { Box::new(std::iter::once( (c.client, SendShipPacket::Message(Message::new(GameMessage::PlayerNoLongerHasItem(no_longer_has_meseta_pkt.clone())))) )) as Box + Send> } else { Box::new(std::iter::empty()) as Box + Send> } ) }) )) } else { let dropped_item = drop_partial_item(item_state, entity_gateway, &client.character, &drop_location.item_id, drop_location.map_area, (drop_location.x, drop_location.z), no_longer_has_item.amount).await?; let dropped_item_pkt = builder::message::drop_split_stack(area_client, &dropped_item)?; client.item_drop_location = None; let clients_in_area = client_location.get_clients_in_room(room_id).map_err(|err| -> ClientLocationError { err.into() })?; Ok(Box::new(clients_in_area.into_iter() .map(move |c| { (c.client, SendShipPacket::Message(Message::new(GameMessage::DropSplitStack(dropped_item_pkt.clone())))) }))) } } else if let Some(_tek) = client.tek { let neighbors = client_location.get_client_neighbors(id).map_err(|err| -> ClientLocationError { err.into() })?; let no_longer_has_item = no_longer_has_item.clone(); Ok(Box::new(neighbors.into_iter() .map(move |c| { (c.client, SendShipPacket::Message(Message::new(GameMessage::PlayerNoLongerHasItem(no_longer_has_item.clone())))) }))) } else { Err(ShipError::InvalidItem(ClientItemId(no_longer_has_item.item_id)).into()) } } pub fn update_player_position(id: ClientId, message: &Message, clients: &mut Clients, client_location: &ClientLocation, rooms: &Rooms) -> Result + Send>, anyhow::Error> { let client = clients.get_mut(&id).ok_or(ShipError::ClientNotFound(id))?; if let Ok(room_id) = client_location.get_room(id).map_err(|err| -> ClientLocationError { err.into() }) { let room = rooms.get(room_id.0) .ok_or(ShipError::InvalidRoom(room_id.0 as u32))? .as_ref() .ok_or(ShipError::InvalidRoom(room_id.0 as u32))?; match &message.msg { GameMessage::PlayerChangedMap(p) => { client.x = p.x; client.y = p.y; client.z = p.z; }, GameMessage::PlayerChangedMap2(p) => { client.area = room.map_areas.get_area_map(p.map_area).ok().cloned(); }, GameMessage::TellOtherPlayerMyLocation(p) => { client.x = p.x; client.y = p.y; client.z = p.z; client.area = room.map_areas.get_area_map(p.map_area).ok().cloned(); }, GameMessage::PlayerWarpingToFloor(p) => { client.area = room.map_areas.get_area_map(p.area as u16).ok().cloned(); }, GameMessage::PlayerTeleported(p) => { client.x = p.x; client.y = p.y; client.z = p.z; }, GameMessage::PlayerStopped(p) => { client.x = p.x; client.y = p.y; client.z = p.z; }, GameMessage::PlayerLoadedIn(p) => { client.x = p.x; client.y = p.y; client.z = p.z; }, GameMessage::PlayerWalking(p) => { client.x = p.x; client.z = p.z; }, GameMessage::PlayerRunning(p) => { client.x = p.x; client.z = p.z; }, GameMessage::PlayerWarped(p) => { client.x = p.x; client.y = p.y; }, // GameMessage::PlayerChangedFloor(p) => {client.area = MapArea::from_value(&room.mode.episode(), p.map).ok();}, GameMessage::InitializeSpeechNpc(p) => { client.x = p.x; client.z = p.z; } _ => {}, } } else {} let m = message.clone(); Ok(Box::new(client_location.get_client_neighbors(id).unwrap().into_iter() .map(move |client| { (client.client, SendShipPacket::Message(m.clone())) }))) } pub async fn charge_attack(id: ClientId, charge: &ChargeAttack, entity_gateway: &mut EG, client_location: &ClientLocation, clients: &mut Clients, item_state: &mut ItemState) -> Result + Send>, anyhow::Error> where EG: EntityGateway { let client = clients.get_mut(&id).ok_or(ShipError::ClientNotFound(id))?; // TODO: should probably validate this to be a legit number, I'd just hardcode 200 but vjaya take_meseta(item_state, entity_gateway, &client.character.id, Meseta(charge.meseta)).await?; let charge = charge.clone(); Ok(Box::new(client_location.get_client_neighbors(id).unwrap().into_iter() .map(move |client| { (client.client, SendShipPacket::Message(Message::new(GameMessage::ChargeAttack(charge.clone())))) }))) } pub async fn player_uses_item(id: ClientId, player_use_tool: &PlayerUseItem, entity_gateway: &mut EG, _client_location: &ClientLocation, clients: &mut Clients, item_state: &mut ItemState) -> Result + Send>, anyhow::Error> where EG: EntityGateway { let client = clients.get_mut(&id).ok_or(ShipError::ClientNotFound(id))?; use_item(item_state, entity_gateway, &mut client.character, &ClientItemId(player_use_tool.item_id), 1).await?; Ok(Box::new(None.into_iter())) // TODO: should probably tell other players we used an item } pub async fn player_used_medical_center(id: ClientId, pumc: &PlayerUsedMedicalCenter, entity_gateway: &mut EG, client_location: &ClientLocation, clients: &mut Clients, item_state: &mut ItemState) -> Result + Send>, anyhow::Error> where EG: EntityGateway { let client = clients.get_mut(&id).ok_or(ShipError::ClientNotFound(id))?; take_meseta(item_state, entity_gateway, &client.character.id, Meseta(10)).await?; let pumc = pumc.clone(); Ok(Box::new(client_location.get_client_neighbors(id).unwrap().into_iter() .map(move |client| { (client.client, SendShipPacket::Message(Message::new(GameMessage::PlayerUsedMedicalCenter(pumc.clone())))) }))) } pub async fn player_feed_mag(id: ClientId, mag_feed: &PlayerFeedMag, entity_gateway: &mut EG, client_location: &ClientLocation, clients: &Clients, item_state: &mut ItemState) -> Result + Send>, anyhow::Error> where EG: EntityGateway { let client = clients.get(&id).ok_or(ShipError::ClientNotFound(id))?; feed_mag(item_state, entity_gateway, &client.character, &ClientItemId(mag_feed.mag_id), &ClientItemId(mag_feed.item_id)).await?; let mag_feed = mag_feed.clone(); Ok(Box::new(client_location.get_client_neighbors(id).unwrap().into_iter() .map(move |client| { (client.client, SendShipPacket::Message(Message::new(GameMessage::PlayerFeedMag(mag_feed.clone())))) }))) } pub async fn player_equips_item(id: ClientId, pkt: &PlayerEquipItem, entity_gateway: &mut EG, clients: &Clients, item_state: &mut ItemState) -> Result + Send>, anyhow::Error> where EG: EntityGateway { let client = clients.get(&id).ok_or(ShipError::ClientNotFound(id))?; let equip_slot = if pkt.sub_menu > 0 { ((pkt.sub_menu & 0x7) - 1) % 4 } else { 0 }; 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 } pub async fn player_unequips_item(id: ClientId, pkt: &PlayerUnequipItem, entity_gateway: &mut EG, clients: &Clients, item_state: &mut ItemState) -> Result + Send>, anyhow::Error> where EG: EntityGateway { let client = clients.get(&id).ok_or(ShipError::ClientNotFound(id))?; 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 } pub async fn player_sorts_items(id: ClientId, pkt: &SortItems, entity_gateway: &mut EG, clients: &Clients, item_state: &mut ItemState) -> Result + Send>, anyhow::Error> where EG: EntityGateway { let client = clients.get(&id).ok_or(ShipError::ClientNotFound(id))?; let item_ids = pkt.item_ids .iter() .filter_map(|item_id| { if *item_id != 0 { Some(ClientItemId(*item_id)) } else { None } }) .collect(); sort_inventory(item_state, entity_gateway, &client.character, item_ids).await?; Ok(Box::new(None.into_iter())) // TODO: clients probably care about each others item orders } pub async fn player_sells_item (id: ClientId, sold_item: &PlayerSoldItem, entity_gateway: &mut EG, clients: &mut Clients, item_state: &mut ItemState) -> Result + Send>, anyhow::Error> where EG: EntityGateway { let client = clients.get_mut(&id).ok_or(ShipError::ClientNotFound(id))?; sell_item(item_state, entity_gateway, &client.character, ClientItemId(sold_item.item_id), sold_item.amount as u32).await?; // TODO: send the packet to other clients Ok(Box::new(None.into_iter())) }