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use std::convert::{TryFrom, Into};
use futures::stream::StreamExt;
use async_std::sync::Arc;
use libpso::packet::ship::*;
use libpso::packet::messages::*;
use crate::common::serverstate::ClientId;
use crate::common::leveltable::LEVEL_TABLE;
use crate::entity::gateway::EntityGateway;
use crate::entity::character::SectionID;
use crate::entity::room::{NewRoomEntity, RoomEntityMode, RoomNote};
use crate::ship::drops::DropTable;
use crate::ship::ship::{SendShipPacket, Clients, ShipEvent};
use crate::ship::room::{Rooms, Episode, Difficulty, RoomState, RoomMode};
use crate::ship::map::Maps;
use crate::ship::location::{ClientLocation, RoomId, RoomLobby, GetAreaError};
use crate::ship::packet::builder;
use crate::ship::items::state::ItemState;
#[allow(clippy::too_many_arguments)]
pub async fn create_room<EG>(id: ClientId,
create_room: CreateRoom,
entity_gateway: &mut EG,
client_location: &mut ClientLocation,
clients: &Clients,
item_state: &mut ItemState,
rooms: &Rooms,
map_builder: Arc<Box<dyn Fn(RoomMode, ShipEvent) -> Maps + Send + Sync>>,
drop_table_builder: Arc<Box<dyn Fn(Episode, Difficulty, SectionID) -> DropTable + Send + Sync>>,
event: ShipEvent)
-> Result<Vec<(ClientId, SendShipPacket)>, anyhow::Error>
where
EG: EntityGateway + Clone + 'static,
{
let level = clients.with(id, |client| Box::pin(async move {
LEVEL_TABLE.get_level_from_exp(client.character.char_class, client.character.exp)
})).await?;
let difficulty = Difficulty::try_from(create_room.difficulty)?;
match difficulty {
Difficulty::Ultimate if level < 80 => {
return Ok(vec![(id, SendShipPacket::SmallDialog(SmallDialog::new("You must be at least level 80 \nto create Ultimate rooms.".into())))])
},
Difficulty::VeryHard if level < 40 => {
return Ok(vec![(id, SendShipPacket::SmallDialog(SmallDialog::new("You must be at least level 40 \nto create Very Hard rooms.".into())))])
},
Difficulty::Hard if level < 20 => {
return Ok(vec![(id, SendShipPacket::SmallDialog(SmallDialog::new("You must be at least level 20 \nto create Hard rooms.".into())))])
},
_ => {},
};
let area = client_location.get_area(id).await?;
let old_area_client = client_location.get_local_client(id).await?;
let lobby_neighbors = client_location.get_client_neighbors(id).await?;
let room_id = client_location.create_new_room(id).await?;
let new_area_client = client_location.get_local_client(id).await?;
let name = String::from_utf16_lossy(&create_room.name).trim_matches(char::from(0)).to_string();
let mode = match (create_room.battle, create_room.challenge, create_room.single_player) {
(1, 0, 0) => RoomEntityMode::Battle,
(0, 1, 0) => RoomEntityMode::Challenge,
(0, 0, 1) => RoomEntityMode::Single,
_ => RoomEntityMode::Multi,
};
let episode = create_room.episode.try_into()?;
let difficulty = create_room.difficulty.try_into()?;
let room = clients.with(id, |client| {
let mut item_state = item_state.clone();
let mut entity_gateway = entity_gateway.clone();
Box::pin(async move {
item_state.add_character_to_room(room_id, &client.character, new_area_client).await;
let room_entity = entity_gateway.create_room(NewRoomEntity {
name: name.clone(),
section_id: client.character.section_id,
mode,
episode,
difficulty,
}).await?;
entity_gateway.add_room_note(room_entity.id, RoomNote::Create {
character_id: client.character.id,
}).await?;
let mut room = RoomState::new(room_entity.id, mode, episode, difficulty,
client.character.section_id, name, create_room.password, event,
map_builder, drop_table_builder)?;
room.bursting = true;
Ok::<_, anyhow::Error>(room)
})}).await??;
let join_room = builder::room::join_room(id, clients, client_location, room_id, &room, event).await?;
rooms.add(room_id, room).await?;
let mut result = vec![(id, SendShipPacket::JoinRoom(join_room))];
if let Ok(leader) = client_location.get_area_leader(area).await {
let leave_lobby = SendShipPacket::LeaveLobby(LeaveLobby::new(old_area_client.local_client.id(), leader.local_client.id()));
result.extend(lobby_neighbors
.into_iter()
.map(move |c| {
(c.client, leave_lobby.clone())
}));
}
Ok(result)
}
pub async fn room_name_request(id: ClientId,
client_location: &ClientLocation,
rooms: &Rooms)
-> Result<Vec<(ClientId, SendShipPacket)>, anyhow::Error> {
let area = client_location.get_area(id).await?;
match area {
RoomLobby::Room(room) => {
rooms.with(room, |room| Box::pin(async move {
vec![(id, SendShipPacket::RoomNameResponse(RoomNameResponse {
name: room.name.clone()
}))]
})).await
},
RoomLobby::Lobby(_) => Err(GetAreaError::NotInRoom.into())
}
}
#[allow(clippy::too_many_arguments)]
pub async fn join_room<EG>(id: ClientId,
pkt: MenuSelect,
entity_gateway: &mut EG,
client_location: &mut ClientLocation,
clients: &Clients,
item_state: &mut ItemState,
rooms: &Rooms,
event: ShipEvent)
-> Result<Vec<(ClientId, SendShipPacket)>, anyhow::Error>
where
EG: EntityGateway + Clone + 'static,
{
let room_id = RoomId(pkt.item as usize);
if !rooms.exists(room_id).await {
return Ok(vec![(id, SendShipPacket::SmallDialog(SmallDialog::new("This room no longer exists!".into())))])
}
let level = clients.with(id, |client| Box::pin(async move {
LEVEL_TABLE.get_level_from_exp(client.character.char_class, client.character.exp)
})).await?;
let (difficulty, bursting, room_entity_id) = rooms.with(room_id, |room| Box::pin(async move {
(room.mode.difficulty(), room.bursting, room.room_id)
})).await?;
match difficulty {
Difficulty::Ultimate if level < 80 => {
return Ok(vec![(id, SendShipPacket::SmallDialog(SmallDialog::new("You must be at least level 80 \nto join Ultimate rooms.".into())))])
},
Difficulty::VeryHard if level < 40 => {
return Ok(vec![(id, SendShipPacket::SmallDialog(SmallDialog::new("You must be at least level 40 \nto join Very Hard rooms.".into())))])
},
Difficulty::Hard if level < 20 => {
return Ok(vec![(id, SendShipPacket::SmallDialog(SmallDialog::new("You must be at least level 20 \nto join Hard rooms.".into())))])
},
_ => {},
}
if bursting {
return Ok(vec![(id, SendShipPacket::SmallDialog(SmallDialog::new("player is bursting\nplease wait".into())))])
}
let original_area = client_location.get_area(id).await?;
let original_neighbors = client_location.get_client_neighbors(id).await?;
let original_room_clients = client_location.get_clients_in_room(room_id).await?;
client_location.add_client_to_room(id, room_id).await?;
let area_client = client_location.get_local_client(id).await?;
let room_leader = client_location.get_room_leader(room_id).await?;
clients.with(id, |client| {
let mut item_state = item_state.clone();
let mut entity_gateway = entity_gateway.clone();
Box::pin(async move {
entity_gateway.add_room_note(room_entity_id, RoomNote::PlayerJoin {
character_id: client.character.id,
}).await?;
item_state.add_character_to_room(room_id, &client.character, area_client).await;
Ok::<_, anyhow::Error>(())
})}).await??;
let join_room = rooms.with(room_id, |room| {
let clients = clients.clone();
let client_location = client_location.clone();
Box::pin(async move {
builder::room::join_room(id, &clients, &client_location, room_id, room, event).await
})}).await??;
let add_to = clients.with(id, |client| {
let item_state = item_state.clone();
Box::pin(async move {
builder::room::add_to_room(id, client, &area_client, &room_leader, &item_state, event).await
})}).await??;
rooms.with_mut(room_id, |room| Box::pin(async move {
room.bursting = true;
})).await?;
Ok(vec![(id, SendShipPacket::JoinRoom(join_room))]
.into_iter()
.chain(original_room_clients.into_iter()
.map(move |c| (c.client, SendShipPacket::AddToRoom(add_to.clone()))))
.chain(futures::stream::iter(original_neighbors.into_iter())
.filter_map(|c| {
let client_location = client_location.clone();
async move {
client_location.get_area_leader(original_area).await.ok().map(|leader| {
let leave_lobby = SendShipPacket::LeaveLobby(LeaveLobby::new(area_client.local_client.id(), leader.local_client.id()));
(c.client, leave_lobby)
})
}
})
.collect::<Vec<_>>()
.await
)
.collect())
}
pub async fn done_bursting(id: ClientId,
client_location: &ClientLocation,
rooms: &Rooms)
-> Result<Vec<(ClientId, SendShipPacket)>, anyhow::Error> {
let room_id = client_location.get_room(id).await?;
let rare_monster_list = rooms.with_mut(room_id, |room| Box::pin(async move {
room.bursting = false;
room.maps.get_rare_monster_list()
})).await?;
let area_client = client_location.get_local_client(id).await?;
Ok(client_location.get_client_neighbors(id).await?.into_iter()
.map(move |client| {
(client.client, SendShipPacket::Message(Message::new(GameMessage::BurstDone(BurstDone {
client: area_client.local_client.id(),
target: 0
}))))
})
.chain(std::iter::once_with(move || {
(id, SendShipPacket::RareMonsterList(builder::room::build_rare_monster_list(rare_monster_list)))
}))
.collect())
}
pub async fn request_room_list(id: ClientId,
client_location: &ClientLocation,
rooms: &Rooms)
-> Vec<(ClientId, SendShipPacket)> {
let active_room_list = rooms.stream()
.enumerate()
.filter_map(|(i, r)| async move {
r.as_ref().map(|room| {
let difficulty = room.get_difficulty_for_room_list();
let name = libpso::utf8_to_utf16_array!(room.name, 16);
let episode = room.get_episode_for_room_list();
let flags = room.get_flags_for_room_list();
async move {
RoomList {
menu_id: ROOM_MENU_ID,
item_id: i as u32,
difficulty,
players: client_location.get_clients_in_room(RoomId(i)).await.unwrap().len() as u8,
name,
episode,
flags,
}
}})
});
let baseroom: RoomList = RoomList {
menu_id: ROOM_MENU_ID,
item_id: ROOM_MENU_ID,
difficulty: 0x00,
players: 0x00,
name: libpso::utf8_to_utf16_array!("Room list menu", 16),
episode: 0,
flags: 0,
};
vec![(id, SendShipPacket::RoomListResponse(RoomListResponse {
baseroom,
rooms: futures::future::join_all(active_room_list.collect::<Vec<_>>().await).await
}))]
}
pub async fn cool_62(id: ClientId,
cool_62: Like62ButCooler,
client_location: &ClientLocation)
-> Result<Vec<(ClientId, SendShipPacket)>, anyhow::Error> {
let target = cool_62.flag as u8;
let cool_62 = cool_62.clone();
Ok(client_location
.get_client_neighbors(id)
.await?
.into_iter()
.filter(move |client| client.local_client.id() == target)
.map(move |client| {
(client.client, SendShipPacket::Like62ButCooler(cool_62.clone()))
})
.collect())
}