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#![allow(dead_code)]
use networking::serverstate::{ClientId, ServerState};
use entity::gateway::EntityGateway;
use entity::account::{UserAccountEntity, NewUserAccountEntity, NewUserSettingsEntity};
use entity::character::{CharacterEntity, NewCharacterEntity, SectionID};
use entity::item::{Meseta, BankIdentifier};
use ship_server::{ShipServerState, ShipServerStateBuilder, RecvShipPacket};
use maps::room::{RoomMode, Difficulty, Episode};
use maps::area::MapArea;
use maps::maps::null_free_roam_maps;
use maps::object::MapObject;
use maps::monster::MonsterType;
use quests::{QuestList, QuestLoadError};
use drops::{DropTable, ItemDropType};
use shops::{ItemShops, WeaponShopItem, ToolShopItem, ArmorShopItem};
use entity::item;
use libpso::packet::ship::*;
use libpso::packet::login::{Login, Session};
use libpso::util::{utf8_to_array, utf8_to_utf16_array};
fn null_quest_builder(_mode: RoomMode) -> Result<QuestList, QuestLoadError> {
Ok(Default::default())
}
struct NullDropTable;
impl DropTable for NullDropTable {
fn get_drop(&mut self, _map_area: &MapArea, _monster: &MonsterType) -> Option<ItemDropType> {
None
}
fn get_box_drop(&mut self, _map_area: &MapArea, _object: &MapObject) -> Option<ItemDropType> {
None
}
}
pub fn null_drop_table_builder(_episode: Episode, _difficult: Difficulty, _section_id: SectionID) -> Box<dyn DropTable + Send + Sync> {
Box::new(NullDropTable)
}
struct NullItemShops;
#[async_trait::async_trait]
impl ItemShops for NullItemShops {
async fn generate_weapon_list(&self, _difficulty: Difficulty, _section_id: SectionID, _char_level: usize) -> Option<Vec<WeaponShopItem>> {
Some(Vec::new())
}
async fn generate_tool_list(&self, _char_level: usize) -> Vec<ToolShopItem> {
Vec::new()
}
async fn generate_armor_list(&self, _char_level: usize) -> Vec<ArmorShopItem> {
Vec::new()
}
}
pub fn standard_ship_buildable<EG: EntityGateway + Clone>(gateway: EG) -> ShipServerStateBuilder<EG> {
ShipServerState::builder()
.gateway(gateway)
.standard_quest_builder(Box::new(null_quest_builder))
.government_quest_builder(Box::new(null_quest_builder))
.drop_table_builder(Box::new(null_drop_table_builder))
.map_builder(Box::new(null_free_roam_maps))
.item_shops(NullItemShops)
}
pub fn standard_ship<EG: EntityGateway + Clone>(gateway: EG) -> ShipServerState<EG> {
ShipServerState::builder()
.gateway(gateway)
.standard_quest_builder(Box::new(null_quest_builder))
.government_quest_builder(Box::new(null_quest_builder))
.drop_table_builder(Box::new(null_drop_table_builder))
.map_builder(Box::new(null_free_roam_maps))
.item_shops(NullItemShops)
.build()
}
//TODO: remove kb_conf_preset
pub async fn new_user_character<EG: EntityGateway + Clone>(entity_gateway: &mut EG, username: &str, password: &str) -> (UserAccountEntity, CharacterEntity) {
let new_user = NewUserAccountEntity {
email: format!("{}@pso.com", username),
username: username.into(),
password: bcrypt::hash(password, 5).unwrap(),
guildcard: 1,
activated: true,
..NewUserAccountEntity::default()
};
let user = entity_gateway.create_user(new_user).await.unwrap();
let new_settings = NewUserSettingsEntity::new(user.id);
let _settings = entity_gateway.create_user_settings(new_settings).await.unwrap();
let new_character = NewCharacterEntity::new(user.id);
let character = entity_gateway.create_character(new_character).await.unwrap();
entity_gateway.set_character_meseta(&character.id, Meseta(0)).await.unwrap();
entity_gateway.set_bank_meseta(&character.id, &BankIdentifier::Character, Meseta(0)).await.unwrap();
(user, character)
}
pub async fn log_in_char<EG: EntityGateway + Clone>(ship: &mut ShipServerState<EG>, id: ClientId, username: &str, password: &str) {
let username = username.to_string();
let password = password.to_string();
ship.handle(id, RecvShipPacket::Login(Login {
tag: 0,
guildcard: 0,
version: 0,
unknown1: [0; 6],
team: 0,
username: utf8_to_array(&username),
unknown2: [0; 32],
password: utf8_to_array(&password),
unknown3: [0; 40],
hwinfo: [0; 8],
session: Session::default(),
})).await.unwrap();
}
pub async fn join_lobby<EG: EntityGateway + Clone>(ship: &mut ShipServerState<EG>, id: ClientId) {
ship.handle(id, RecvShipPacket::CharData(CharData {
_unknown: [0; 0x828]
})).await.unwrap();
}
pub async fn create_room<EG: EntityGateway + Clone>(ship: &mut ShipServerState<EG>, id: ClientId, name: &str, password: &str) {
create_room_with_difficulty(ship, id, name, password, Difficulty::Normal).await;
}
pub async fn leave_room<EG: EntityGateway + Clone>(ship: &mut ShipServerState<EG>, id: ClientId) {
ship.handle(id, RecvShipPacket::LobbySelect(LobbySelect {
menu: 3,
lobby: 0,
})).await.unwrap();
}
pub async fn create_room_with_difficulty<EG: EntityGateway + Clone>(ship: &mut ShipServerState<EG>, id: ClientId, name: &str, password: &str, difficulty: Difficulty) {
ship.handle(id, RecvShipPacket::CreateRoom(CreateRoom {
unknown: [0; 2],
name: utf8_to_utf16_array(name),
password: utf8_to_utf16_array(password),
difficulty: difficulty.into(),
battle: 0,
challenge: 0,
episode: 1,
single_player: 0,
padding: [0; 3],
})).await.unwrap();
ship.handle(id, RecvShipPacket::DoneBursting(DoneBursting {})).await.unwrap();
}
pub async fn join_room<EG: EntityGateway + Clone>(ship: &mut ShipServerState<EG>, id: ClientId, room_id: u32) {
ship.handle(id, RecvShipPacket::MenuSelect(MenuSelect {
menu: ROOM_MENU_ID,
item: room_id,
})).await.unwrap();
ship.handle(id, RecvShipPacket::DoneBursting(DoneBursting {})).await.unwrap();
}
pub struct WeaponBuilder {
weapon: item::weapon::WeaponType,
grind: u8,
special: Option<item::weapon::WeaponSpecial>,
attributes: [Option<item::weapon::WeaponAttribute>; 3],
tekked: bool,
}
impl WeaponBuilder {
fn new(weapon: item::weapon::WeaponType) -> WeaponBuilder {
WeaponBuilder {
weapon,
grind: 0,
special: None,
attributes: [None; 3],
tekked: true,
}
}
pub fn grind(self, grind: u8) -> WeaponBuilder {
WeaponBuilder {
grind,
..self
}
}
pub fn special(self, special: item::weapon::WeaponSpecial) -> WeaponBuilder {
WeaponBuilder {
special: Some(special),
..self
}
}
pub fn attr(mut self, attr: item::weapon::Attribute, value: i8) -> WeaponBuilder {
self.attributes
.iter_mut()
.find(|k| k.is_none())
.map(|empty_attr| {
*empty_attr = Some(item::weapon::WeaponAttribute {
attr,
value,
})
});
self
}
pub fn untekked(self) -> WeaponBuilder {
WeaponBuilder {
tekked: false,
..self
}
}
pub fn as_new(self) -> item::NewItemEntity {
item::NewItemEntity {
item: item::ItemDetail::Weapon(
item::weapon::Weapon {
weapon: self.weapon,
grind: self.grind,
special: self.special,
attrs: self.attributes,
tekked: self.tekked,
}
)
}
}
}
pub struct ArmorBuilder {
armor: item::armor::ArmorType,
dfp: u8,
evp: u8,
slots: u8,
}
impl ArmorBuilder {
pub fn new(armor: item::armor::ArmorType) -> ArmorBuilder {
ArmorBuilder {
armor: armor,
dfp: 0,
evp: 0,
slots: 0,
}
}
pub fn slots(self, slots: u8) -> ArmorBuilder {
ArmorBuilder {
slots,
..self
}
}
pub fn dfp(self, dfp: u8) -> ArmorBuilder {
ArmorBuilder {
dfp,
..self
}
}
pub fn evp(self, evp: u8) -> ArmorBuilder {
ArmorBuilder {
evp,
..self
}
}
pub fn as_new(self) -> item::NewItemEntity {
item::NewItemEntity {
item: item::ItemDetail::Armor(
item::armor::Armor {
armor: self.armor,
dfp: self.dfp,
evp: self.evp,
slots: self.slots,
}
)
}
}
}
pub struct ShieldBuilder {
shield: item::shield::ShieldType,
dfp: u8,
evp: u8,
}
impl ShieldBuilder {
pub fn new(shield: item::shield::ShieldType) -> ShieldBuilder {
ShieldBuilder {
shield: shield,
dfp: 0,
evp: 0,
}
}
pub fn dfp(self, dfp: u8) -> ShieldBuilder {
ShieldBuilder {
dfp,
..self
}
}
pub fn evp(self, evp: u8) -> ShieldBuilder {
ShieldBuilder {
evp,
..self
}
}
pub fn as_new(self) -> item::NewItemEntity {
item::NewItemEntity {
item: item::ItemDetail::Shield(
item::shield::Shield {
shield: self.shield,
dfp: self.dfp,
evp: self.evp,
}
)
}
}
}
pub struct UnitBuilder {
unit: item::unit::UnitType,
modifier: Option<item::unit::UnitModifier>,
}
impl UnitBuilder {
pub fn modifier(self, modifier: item::unit::UnitModifier) -> UnitBuilder {
UnitBuilder {
modifier: Some(modifier),
..self
}
}
pub fn as_new(self) -> item::NewItemEntity {
item::NewItemEntity {
item: item::ItemDetail::Unit(
item::unit::Unit {
unit: self.unit,
modifier: self.modifier,
}
)
}
}
}
pub struct MagBuilder {
}
impl MagBuilder {
pub fn as_new(self) -> item::NewItemEntity {
item::NewItemEntity {
item: item::ItemDetail::Mag(
item::mag::Mag::baby_mag(0)
)
}
}
}
pub struct ToolBuilder {
tool: item::tool::ToolType,
}
impl ToolBuilder {
pub fn as_new(self) -> item::NewItemEntity {
item::NewItemEntity {
item: item::ItemDetail::Tool (
item::tool::Tool {
tool: self.tool,
}
),
}
}
}
pub struct TechBuilder {
tech: item::tech::Technique,
level: u32,
}
impl TechBuilder {
pub fn level(self, level: u32) -> TechBuilder {
TechBuilder {
level,
..self
}
}
pub fn as_new(self) -> item::NewItemEntity {
item::NewItemEntity {
item: item::ItemDetail::TechniqueDisk (
item::tech::TechniqueDisk {
tech: self.tech,
level: self.level,
}
)
}
}
}
pub struct ItemBuilder;
impl ItemBuilder {
pub fn weapon(weapon: item::weapon::WeaponType) -> WeaponBuilder {
WeaponBuilder::new(weapon)
}
pub fn armor(armor: item::armor::ArmorType) -> ArmorBuilder {
ArmorBuilder::new(armor)
}
pub fn shield(shield: item::shield::ShieldType) -> ShieldBuilder {
ShieldBuilder::new(shield)
}
pub fn unit(unit: item::unit::UnitType) -> UnitBuilder {
UnitBuilder {
unit: unit,
modifier: None,
}
}
pub fn baby_mag() -> MagBuilder {
MagBuilder {
}
}
pub fn tool(tool: item::tool::ToolType) -> ToolBuilder {
ToolBuilder {
tool: tool,
}
}
pub fn tech(tech: item::tech::Technique) -> TechBuilder {
TechBuilder {
tech: tech,
level: 0,
}
}
}