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137 lines
4.6 KiB
137 lines
4.6 KiB
#![allow(dead_code)]
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use elseware::common::serverstate::{ClientId, ServerState};
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use elseware::entity::gateway::EntityGateway;
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use elseware::entity::account::{UserAccountEntity, NewUserAccountEntity, NewUserSettingsEntity};
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use elseware::entity::character::{CharacterEntity, NewCharacterEntity};
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use elseware::entity::item::{Meseta, BankName, BankIdentifier};
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use elseware::ship::ship::{ShipServerState, RecvShipPacket};
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use elseware::ship::room::Difficulty;
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use elseware::entity::item;
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use libpso::packet::ship::*;
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use libpso::packet::login::{Login, Session};
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use libpso::{utf8_to_array, utf8_to_utf16_array};
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//TODO: remove kb_conf_preset
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pub async fn new_user_character<EG: EntityGateway + Clone>(entity_gateway: &mut EG, username: &str, password: &str, kb_conf_preset: usize) -> (UserAccountEntity, CharacterEntity) {
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let new_user = NewUserAccountEntity {
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email: format!("{}@pso.com", username),
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username: username.into(),
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password: bcrypt::hash(password, 5).unwrap(),
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guildcard: 1,
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activated: true,
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..NewUserAccountEntity::default()
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};
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let user = entity_gateway.create_user(new_user).await.unwrap();
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let new_settings = NewUserSettingsEntity::new(user.id);
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let _settings = entity_gateway.create_user_settings(new_settings).await.unwrap();
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let new_character = NewCharacterEntity::new(user.id);
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let character = entity_gateway.create_character(new_character).await.unwrap();
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entity_gateway.set_character_meseta(&character.id, Meseta(0)).await.unwrap();
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entity_gateway.set_bank_meseta(&character.id, &BankIdentifier::Character, Meseta(0)).await.unwrap();
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(user, character)
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}
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pub async fn log_in_char<EG: EntityGateway + Clone>(ship: &mut ShipServerState<EG>, id: ClientId, username: &str, password: &str) {
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let username = username.to_string();
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let password = password.to_string();
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ship.handle(id, RecvShipPacket::Login(Login {
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tag: 0,
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guildcard: 0,
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version: 0,
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unknown1: [0; 6],
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team: 0,
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username: utf8_to_array!(username, 16),
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unknown2: [0; 32],
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password: utf8_to_array!(password, 16),
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unknown3: [0; 40],
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hwinfo: [0; 8],
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session: Session::new(),
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})).await.unwrap();
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}
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pub async fn join_lobby<EG: EntityGateway + Clone>(ship: &mut ShipServerState<EG>, id: ClientId) {
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ship.handle(id, RecvShipPacket::CharData(CharData {
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_unknown: [0; 0x828]
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})).await.unwrap();
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}
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pub async fn create_room<EG: EntityGateway + Clone>(ship: &mut ShipServerState<EG>, id: ClientId, name: &str, password: &str) {
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create_room_with_difficulty(ship, id, name, password, Difficulty::Normal).await;
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}
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pub async fn leave_room<EG: EntityGateway + Clone>(ship: &mut ShipServerState<EG>, id: ClientId) {
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ship.handle(id, RecvShipPacket::LobbySelect(LobbySelect {
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menu: 3,
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lobby: 0,
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})).await.unwrap();
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}
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pub async fn create_room_with_difficulty<EG: EntityGateway + Clone>(ship: &mut ShipServerState<EG>, id: ClientId, name: &str, password: &str, difficulty: Difficulty) {
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ship.handle(id, RecvShipPacket::CreateRoom(CreateRoom {
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unknown: [0; 2],
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name: utf8_to_utf16_array!(name, 16),
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password: utf8_to_utf16_array!(password, 16),
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difficulty: difficulty.into(),
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battle: 0,
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challenge: 0,
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episode: 1,
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single_player: 0,
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padding: [0; 3],
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})).await.unwrap();
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ship.handle(id, RecvShipPacket::DoneBursting(DoneBursting {})).await.unwrap();
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}
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pub async fn join_room<EG: EntityGateway + Clone>(ship: &mut ShipServerState<EG>, id: ClientId, room_id: u32) {
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ship.handle(id, RecvShipPacket::MenuSelect(MenuSelect {
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menu: ROOM_MENU_ID,
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item: room_id,
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})).await.unwrap();
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ship.handle(id, RecvShipPacket::DoneBursting(DoneBursting {})).await.unwrap();
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}
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pub struct WeaponBuilder {
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weapon: item::weapon::WeaponType,
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grind: u8,
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}
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impl WeaponBuilder {
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pub fn grind(self, grind: u8) -> WeaponBuilder {
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WeaponBuilder {
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grind,
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..self
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}
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}
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pub fn as_new(self) -> item::NewItemEntity {
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item::NewItemEntity {
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item: item::ItemDetail::Weapon(
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item::weapon::Weapon {
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weapon: self.weapon,
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grind: self.grind,
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special: None,
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attrs: [None, None, None],
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tekked: true,
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}
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)
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}
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}
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}
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pub struct ItemBuilder;
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impl ItemBuilder {
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pub fn weapon(weapon: item::weapon::WeaponType) -> WeaponBuilder {
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WeaponBuilder {
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weapon,
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grind: 0,
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}
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}
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}
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