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use log::warn;
use rand::Rng;
use rand::seq::SliceRandom;
use libpso::packet::ship::*;
use libpso::packet::messages::*;
use crate::common::leveltable::LEVEL_TABLE;
use crate::common::serverstate::ClientId;
use crate::ship::ship::{SendShipPacket, ShipError, Clients, ItemShops};
use crate::ship::location::ClientLocation;
use crate::ship::drops::ItemDrop;
use crate::ship::room::Rooms;
use crate::ship::items::ClientItemId;
use crate::entity::gateway::EntityGateway;
use crate::entity::item;
use libpso::utf8_to_utf16_array;
use crate::ship::packet::builder;
use crate::ship::shops::{ShopItem, ToolShopItem, ArmorShopItem};
use crate::ship::items::state::{ItemState, ItemStateError};
use crate::ship::items::floor::{FloorType, FloorItemDetail};
use crate::ship::items::actions::TriggerCreateItem;
use crate::ship::items::tasks::{pick_up_item, withdraw_meseta, deposit_meseta, withdraw_item, deposit_item, buy_shop_item, enemy_drops_item, box_drops_item, take_meseta, apply_modifier};
const BANK_ACTION_DEPOSIT: u8 = 0;
const BANK_ACTION_WITHDRAW: u8 = 1;
const SHOP_OPTION_TOOL: u8 = 0;
const SHOP_OPTION_WEAPON: u8 = 1;
const SHOP_OPTION_ARMOR: u8 = 2;
#[derive(thiserror::Error, Debug)]
pub enum MessageError {
#[error("invalid tek {0}")]
InvalidTek(ClientItemId),
#[error("mismatched tek {0} {1}")]
MismatchedTekIds(ClientItemId, ClientItemId),
}
async fn send_to_client(id: ClientId,
target: u8,
msg: DirectMessage,
client_location: &ClientLocation)
-> Result<Vec<(ClientId, SendShipPacket)>, anyhow::Error> {
Ok(client_location.get_all_clients_by_client(id)
.await?
.into_iter()
.filter(move |client| client.local_client.id() == target)
.map(move |client| {
(client.client, SendShipPacket::DirectMessage(msg.clone()))
})
.collect())
}
pub async fn guildcard_send(id: ClientId,
guildcard_send: GuildcardSend,
target: u32,
client_location: &ClientLocation,
clients: &Clients)
-> Result<Vec<(ClientId, SendShipPacket)>, anyhow::Error> {
let msg = clients.with(id, |client| Box::pin(async move {
DirectMessage{
flag: target,
msg: GameMessage::GuildcardRecv(GuildcardRecv {
client: guildcard_send.client,
target: guildcard_send.target,
guildcard: client.user.id.0,
name: utf8_to_utf16_array!(client.character.name, 0x18),
team: [0; 0x10], // TODO: teams not yet implemented
desc: utf8_to_utf16_array!(client.character.guildcard.description, 0x58),
one: 1,
language: 0, // TODO: add language flag to character
section_id: client.character.section_id.into(),
class: client.character.char_class.into(),
}),
}
})).await?;
send_to_client(id, target as u8, msg, client_location).await
}
pub async fn request_item<EG>(id: ClientId,
request_item: RequestItem,
entity_gateway: &mut EG,
client_location: &ClientLocation,
clients: &Clients,
rooms: &Rooms,
item_state: &mut ItemState)
-> Result<Vec<(ClientId, SendShipPacket)>, anyhow::Error>
where
EG: EntityGateway + 'static,
{
let room_id = client_location.get_room(id).await?;
let (room_entity_id, monster) = rooms.with(room_id, |room| Box::pin(async move {
Ok::<_, anyhow::Error>((room.room_id, room.maps.enemy_by_id(request_item.enemy_id as usize)?))
})).await??;
if monster.dropped_item {
return Err(ShipError::MonsterAlreadyDroppedItem(id, request_item.enemy_id).into())
}
let clients_in_area = client_location.get_clients_in_room(room_id).await?;
let client_and_drop = rooms.with_mut(room_id, |room| Box::pin(async move {
clients_in_area.into_iter()
.filter_map(move |area_client| {
room.drop_table.get_drop(&monster.map_area, &monster.monster).map(|item_drop_type| {
(area_client, item_drop_type)
})
})
.collect::<Vec<_>>()
})).await?;
let mut item_drop_packets = Vec::new();
for (area_client, item_drop) in client_and_drop {
let item_drop = ItemDrop {
map_area: monster.map_area,
x: request_item.x,
y: request_item.y,
z: request_item.z,
item: item_drop,
};
let character_id = clients.with(area_client.client, |client| Box::pin(async move {
client.character.id
})).await?;
let floor_item = enemy_drops_item(item_state, entity_gateway, character_id, room_entity_id, monster.monster, item_drop).await?;
let item_drop_msg = builder::message::item_drop(request_item.client, request_item.target, &floor_item)?;
item_drop_packets.push((area_client.client, SendShipPacket::Message(Message::new(GameMessage::ItemDrop(item_drop_msg)))));
}
Ok(item_drop_packets)
}
pub async fn pickup_item<EG>(id: ClientId,
pickup_item: PickupItem,
entity_gateway: &mut EG,
client_location: &ClientLocation,
clients: &Clients,
item_state: &mut ItemState)
-> Result<Vec<(ClientId, SendShipPacket)>, anyhow::Error>
where
EG: EntityGateway + Clone + 'static,
{
let area_client = client_location.get_local_client(id).await?;
let room_id = client_location.get_room(id).await?;
let clients_in_area = client_location.get_clients_in_room(room_id).await?;
clients.with(id, |client| {
let mut entity_gateway = entity_gateway.clone();
let mut item_state = item_state.clone();
Box::pin(async move {
let (item, floor_type) = item_state.get_floor_item(&client.character.id, &ClientItemId(pickup_item.item_id)).await?;
let remove_item = builder::message::remove_item_from_floor(area_client, &item)?;
let create_item = match &item.item {
FloorItemDetail::Individual(individual_floor_item) => Some(builder::message::create_individual_item(area_client, item.item_id, individual_floor_item)?),
FloorItemDetail::Stacked(stacked_floor_item) => Some(builder::message::create_stacked_item(area_client, item.item_id, &stacked_floor_item.tool, stacked_floor_item.count())?),
FloorItemDetail::Meseta(_) => None,
};
match pick_up_item(&mut item_state, &mut entity_gateway, &client.character, &ClientItemId(pickup_item.item_id)).await {
Ok(trigger_create_item) => {
let remove_packets: Box<dyn Iterator<Item=(ClientId, SendShipPacket)> + Send> = match floor_type {
FloorType::Local => {
Box::new(vec![(id, SendShipPacket::Message(Message::new(GameMessage::RemoveItemFromFloor(remove_item.clone()))))].into_iter())
},
FloorType::Shared => {
Box::new(clients_in_area.clone().into_iter()
.map(move |c| {
(c.client, SendShipPacket::Message(Message::new(GameMessage::RemoveItemFromFloor(remove_item.clone()))))
}))
},
};
Ok(remove_packets
.chain(clients_in_area.into_iter()
.filter_map(move |c| {
match trigger_create_item {
TriggerCreateItem::Yes => create_item.clone().map(|ci| (c.client, SendShipPacket::Message(Message::new(GameMessage::CreateItem(ci))))),
_ => None
}
}))
.collect())
},
Err(err) => {
warn!("character {:?} could not pick up item: {:?}", client.character.id, err);
Ok(Vec::new())
},
}
})}).await?
}
pub async fn request_box_item<EG>(id: ClientId,
box_drop_request: BoxDropRequest,
entity_gateway: &mut EG,
client_location: &ClientLocation,
clients: &Clients,
rooms: &Rooms,
item_state: &mut ItemState)
-> Result<Vec<(ClientId, SendShipPacket)>, anyhow::Error>
where
EG: EntityGateway + Clone + 'static
{
let room_id = client_location.get_room(id).await?;
let (room_entity_id, box_object) = rooms.with(room_id, |room| Box::pin(async move {
Ok::<_, anyhow::Error>((room.room_id, room.maps.object_by_id(box_drop_request.object_id as usize)?))
})).await??;
if box_object.dropped_item {
return Err(ShipError::BoxAlreadyDroppedItem(id, box_drop_request.object_id).into())
}
let clients_in_area = client_location.get_clients_in_room(room_id).await?;
let client_and_drop = rooms.with_mut(room_id, |room| Box::pin(async move {
clients_in_area.into_iter()
.filter_map(move |area_client| {
room.drop_table.get_box_drop(&box_object.map, &box_object).map(|item_drop_type| {
(area_client, item_drop_type)
})
})
.collect::<Vec<_>>()
})).await?;
let mut item_drop_packets = Vec::new();
for (area_client, item_drop) in client_and_drop {
let item_drop = ItemDrop {
map_area: box_object.map,
x: box_drop_request.x,
y: 0.0,
z: box_drop_request.z,
item: item_drop,
};
//let client = clients.get_mut(&area_client.client).ok_or(ShipError::ClientNotFound(area_client.client))?;
let character_id = clients.with(area_client.client, |client| Box::pin(async move {
client.character.id
})).await?;
let floor_item = box_drops_item(item_state, entity_gateway, character_id, room_entity_id, item_drop).await?;
//let floor_item = enemy_drops_item(item_state, &mut entity_gateway, client.character.id, item_drop).await?;
let item_drop_msg = builder::message::item_drop(box_drop_request.client, box_drop_request.target, &floor_item)?;
item_drop_packets.push((area_client.client, SendShipPacket::Message(Message::new(GameMessage::ItemDrop(item_drop_msg)))))
}
Ok(item_drop_packets)
}
pub async fn send_bank_list(id: ClientId,
clients: &Clients,
item_state: &mut ItemState)
-> Result<Vec<(ClientId, SendShipPacket)>, anyhow::Error>
{
let bank = clients.with(id, |client| {
let item_state = item_state.clone();
Box::pin(async move {
item_state.get_character_bank(&client.character).await
})
}).await??;
let bank_items_pkt = builder::message::bank_item_list(&bank);
Ok(vec![(id, SendShipPacket::BankItemList(bank_items_pkt))])
}
pub async fn bank_interaction<EG>(id: ClientId,
bank_interaction: BankInteraction,
entity_gateway: &mut EG,
client_location: &ClientLocation,
clients: &Clients,
item_state: &mut ItemState)
-> Result<Vec<(ClientId, SendShipPacket)>, anyhow::Error>
where
EG: EntityGateway + Clone + 'static,
{
let area_client = client_location.get_local_client(id).await?;
let other_clients_in_area = client_location.get_all_clients_by_client(id).await?;
let bank_action_pkts = clients.with(id, |client| {
let mut entity_gateway = entity_gateway.clone();
let mut item_state = item_state.clone();
Box::pin(async move {
Ok::<_, anyhow::Error>(match bank_interaction.action {
BANK_ACTION_DEPOSIT => {
if bank_interaction.item_id == 0xFFFFFFFF {
deposit_meseta(&mut item_state, &mut entity_gateway, &client.character, bank_interaction.meseta_amount).await?;
Vec::new()
}
else {
deposit_item(&mut item_state, &mut entity_gateway, &client.character, &ClientItemId(bank_interaction.item_id), bank_interaction.item_amount as u32).await?;
let player_no_longer_has_item = builder::message::player_no_longer_has_item(area_client, ClientItemId(bank_interaction.item_id), bank_interaction.item_amount as u32);
vec![SendShipPacket::Message(Message::new(GameMessage::PlayerNoLongerHasItem(player_no_longer_has_item)))]
}
},
BANK_ACTION_WITHDRAW => {
if bank_interaction.item_id == 0xFFFFFFFF {
withdraw_meseta(&mut item_state, &mut entity_gateway, &client.character, bank_interaction.meseta_amount).await?;
Vec::new()
}
else {
let item_added_to_inventory = withdraw_item(&mut item_state, &mut entity_gateway, &client.character, &ClientItemId(bank_interaction.item_id), bank_interaction.item_amount as u32).await?;
let item_created = builder::message::create_withdrawn_inventory_item2(area_client, &item_added_to_inventory)?;
vec![SendShipPacket::Message(Message::new(GameMessage::CreateItem(item_created)))]
}
},
_ => { // TODO: error?
Vec::new()
}
})
})
}).await??;
Ok(other_clients_in_area.into_iter()
.flat_map(move |c| {
bank_action_pkts.clone().into_iter()
.map(move |pkt| {
(c.client, pkt)
})
})
.collect()
)
}
pub async fn shop_request(id: ClientId,
shop_request: ShopRequest,
client_location: &ClientLocation,
clients: &Clients,
rooms: &Rooms,
shops: &ItemShops)
-> Result<Vec<(ClientId, SendShipPacket)>, anyhow::Error>
{
//let client = clients.get_mut(&id).ok_or(ShipError::ClientNotFound(id))?;
let room_id = client_location.get_room(id).await?;
/*
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))?;
*/
let difficulty = rooms.with(room_id, |room| Box::pin(async move {
room.mode.difficulty()
})).await?;
let shop_list = clients.with_mut(id, |client| {
let mut shops = shops.clone();
Box::pin(async move {
let level = LEVEL_TABLE.get_level_from_exp(client.character.char_class, client.character.exp) as usize;
match shop_request.shop_type {
SHOP_OPTION_WEAPON => {
client.weapon_shop = shops.weapon_shop.get_mut(&(difficulty, client.character.section_id))
.ok_or(ShipError::ShopError)?
.lock()
.await
.generate_weapon_list(level);
Ok(builder::message::shop_list(shop_request.shop_type, &client.weapon_shop))
},
SHOP_OPTION_TOOL => {
client.tool_shop = shops.tool_shop
.lock()
.await
.generate_tool_list(level);
Ok(builder::message::shop_list(shop_request.shop_type, &client.tool_shop))
},
SHOP_OPTION_ARMOR => {
client.armor_shop = shops.armor_shop
.lock()
.await
.generate_armor_list(level);
Ok(builder::message::shop_list(shop_request.shop_type, &client.armor_shop))
},
_ => {
Err(ShipError::ShopError)
}
}
})}).await??;
/*
let shop_list = match shop_request.shop_type {
SHOP_OPTION_WEAPON => {
client.weapon_shop = shops.weapon_shop.get_mut(&(room.mode.difficulty(), client.character.section_id))
.ok_or(ShipError::ShopError)?
.generate_weapon_list(level);
builder::message::shop_list(shop_request.shop_type, &client.weapon_shop)
},
SHOP_OPTION_TOOL => {
client.tool_shop = shops.tool_shop.generate_tool_list(level);
builder::message::shop_list(shop_request.shop_type, &client.tool_shop)
},
SHOP_OPTION_ARMOR => {
client.armor_shop = shops.armor_shop.generate_armor_list(level);
builder::message::shop_list(shop_request.shop_type, &client.armor_shop)
},
_ => {
return Err(ShipError::ShopError.into())
}
};
*/
Ok(vec![(id, SendShipPacket::Message(Message::new(GameMessage::ShopList(shop_list))))])
}
pub async fn buy_item<EG>(id: ClientId,
buy_item: BuyItem,
entity_gateway: &mut EG,
client_location: &ClientLocation,
clients: &Clients,
item_state: &mut ItemState)
-> Result<Vec<(ClientId, SendShipPacket)>, anyhow::Error>
where
EG: EntityGateway + Clone + 'static,
{
let area_client = client_location.get_local_client(id).await?;
let create = clients.with_mut(id, |client| {
let mut entity_gateway = entity_gateway.clone();
let mut item_state = item_state.clone();
Box::pin(async move {
let (item, remove): (&(dyn ShopItem + Send + Sync), bool) = match buy_item.shop_type {
SHOP_OPTION_WEAPON => {
(client.weapon_shop.get(buy_item.shop_index as usize).ok_or(ShipError::ShopError)?, false)
},
SHOP_OPTION_TOOL => {
let item = client.tool_shop.get(buy_item.shop_index as usize).ok_or(ShipError::ShopError)?;
let remove = matches!(item, ToolShopItem::Tech(_));
(item, remove)
},
SHOP_OPTION_ARMOR => {
let item = client.armor_shop.get(buy_item.shop_index as usize).ok_or(ShipError::ShopError)?;
let remove = matches!(item, ArmorShopItem::Unit(_));
(item, remove)
},
_ => {
return Err(ShipError::ShopError.into())
}
};
let inventory_item = buy_shop_item(&mut item_state, &mut entity_gateway, &client.character, item, ClientItemId(buy_item.item_id), buy_item.amount as u32).await?;
if remove {
match buy_item.shop_type {
SHOP_OPTION_TOOL => {
client.tool_shop.remove(buy_item.shop_index as usize);
},
SHOP_OPTION_ARMOR => {
client.armor_shop.remove(buy_item.shop_index as usize);
},
_ => {}
}
}
Ok::<_, anyhow::Error>(builder::message::create_withdrawn_inventory_item(area_client, &inventory_item)?)
})}).await??;
let other_clients_in_area = client_location.get_client_neighbors(id).await?;
Ok(other_clients_in_area.into_iter()
.map(move |c| {
(c.client, SendShipPacket::Message(Message::new(GameMessage::CreateItem(create.clone()))))
})
.collect())
}
const TEK_SPECIAL_MODIFIER: [item::weapon::TekSpecialModifier; 3] = [item::weapon::TekSpecialModifier::Plus,
item::weapon::TekSpecialModifier::Neutral,
item::weapon::TekSpecialModifier::Minus];
const TEK_PERCENT_MODIFIER: [item::weapon::TekPercentModifier; 5] = [item::weapon::TekPercentModifier::PlusPlus,
item::weapon::TekPercentModifier::Plus,
item::weapon::TekPercentModifier::Neutral,
item::weapon::TekPercentModifier::Minus,
item::weapon::TekPercentModifier::MinusMinus];
pub async fn request_tek_item<EG>(id: ClientId,
tek_request: TekRequest,
entity_gateway: &mut EG,
clients: &Clients,
item_state: &mut ItemState)
-> Result<Vec<(ClientId, SendShipPacket)>, anyhow::Error>
where
EG: EntityGateway + Clone + 'static,
{
//let client = clients.get_mut(&id).ok_or(ShipError::ClientNotFound(id))?;
// TODO: secids have different mod rates
let (grind_mod, special_mod, percent_mod) = {
let mut rng = rand::thread_rng();
let grind_mod = rng.gen_range(-4, 4);
let special_mod = TEK_SPECIAL_MODIFIER.choose(&mut rng).cloned().unwrap();
let percent_mod = TEK_PERCENT_MODIFIER.choose(&mut rng).cloned().unwrap();
(grind_mod, special_mod, percent_mod)
};
let preview_pkt = clients.with_mut(id, |client| {
let mut entity_gateway = entity_gateway.clone();
let mut item_state = item_state.clone();
Box::pin(async move {
client.tek = Some((ClientItemId(tek_request.item_id), special_mod, percent_mod, grind_mod));
let inventory = item_state.get_character_inventory(&client.character).await?;
let item = inventory.get_by_client_id(&ClientItemId(tek_request.item_id))
.ok_or_else(|| ItemStateError::WrongItemType(ClientItemId(tek_request.item_id)))?;
let mut weapon = *item.item.as_individual()
.ok_or_else(|| ItemStateError::WrongItemType(ClientItemId(tek_request.item_id)))?
.as_weapon()
.ok_or_else(|| ItemStateError::WrongItemType(ClientItemId(tek_request.item_id)))?;
weapon.apply_modifier(&item::weapon::WeaponModifier::Tekked {
special: special_mod,
percent: percent_mod,
grind: grind_mod,
});
take_meseta(&mut item_state, &mut entity_gateway, &client.character.id, item::Meseta(100)).await?;
Ok::<_, anyhow::Error>(builder::message::tek_preview(ClientItemId(tek_request.item_id), &weapon)?)
})}).await??;
Ok(vec![(id, SendShipPacket::Message(Message::new(GameMessage::TekPreview(preview_pkt))))])
}
pub async fn accept_tek_item<EG>(id: ClientId,
tek_accept: TekAccept,
entity_gateway: &mut EG,
client_location: &ClientLocation,
clients: &Clients,
item_state: &mut ItemState)
-> Result<Vec<(ClientId, SendShipPacket)>, anyhow::Error>
where
EG: EntityGateway + Clone + 'static,
{
let area_client = client_location.get_local_client(id).await?;
let neighbors = client_location.get_client_neighbors(id).await?;
clients.with(id, |client| {
let mut entity_gateway = entity_gateway.clone();
let mut item_state = item_state.clone();
Box::pin(async move {
if let Some((item_id, special_mod, percent_mod, grind_mod)) = client.tek {
if item_id.0 != tek_accept.item_id {
return Err(MessageError::MismatchedTekIds(item_id, ClientItemId(tek_accept.item_id)).into());
}
let modifier = item::weapon::WeaponModifier::Tekked {
special: special_mod,
percent: percent_mod,
grind: grind_mod,
};
let weapon = apply_modifier(&mut item_state, &mut entity_gateway, &client.character, item_id, item::ItemModifier::WeaponModifier(modifier)).await?;
let create_item_pkt = builder::message::create_individual_item(area_client, item_id, &weapon)?;
Ok(neighbors.into_iter()
.map(move |c| {
(c.client, SendShipPacket::Message(Message::new(GameMessage::CreateItem(create_item_pkt.clone()))))
})
.collect())
}
else {
Err(MessageError::InvalidTek(ClientItemId(tek_accept.item_id)).into())
}
})}).await?
}