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321 lines
9.1 KiB
321 lines
9.1 KiB
use std::collections::HashMap;
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use std::convert::{From, Into, TryFrom, TryInto};
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use thiserror::Error;
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use rand::Rng;
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use crate::ship::map::Maps;
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use crate::ship::drops::DropTable;
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use crate::entity::character::SectionID;
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use crate::ship::monster::{load_monster_stats_table, MonsterType, MonsterStats};
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use crate::ship::map::area::MapAreaLookup;
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use crate::ship::map::enemy::RareMonsterAppearTable;
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use crate::ship::quests;
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use std::path::PathBuf;
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#[derive(Debug, Error)]
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#[error("")]
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pub enum RoomCreationError {
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InvalidMode,
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InvalidEpisode(u8),
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InvalidDifficulty(u8),
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CouldNotLoadMonsterStats(RoomMode),
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CouldNotLoadQuests,
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}
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#[derive(Debug, Copy, Clone, derive_more::Display)]
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pub enum Episode {
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#[display(fmt="ep1")]
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One,
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#[display(fmt="ep2")]
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Two,
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#[display(fmt="ep4")]
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Four,
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}
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impl TryFrom<u8> for Episode {
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type Error = RoomCreationError;
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fn try_from(value: u8) -> Result<Episode, RoomCreationError> {
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match value {
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1 => Ok(Episode::One),
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2 => Ok(Episode::Two),
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3 => Ok(Episode::Four),
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_ => Err(RoomCreationError::InvalidEpisode(value))
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}
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}
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}
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impl From<Episode> for u8 {
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fn from(other: Episode) -> u8 {
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match other {
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Episode::One => 1,
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Episode::Two => 2,
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Episode::Four => 3,
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}
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}
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}
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impl Episode {
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pub fn from_quest(value: u8) -> Result<Episode, RoomCreationError> {
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match value {
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0 => Ok(Episode::One),
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1 => Ok(Episode::Two),
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2 => Ok(Episode::Four),
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_ => Err(RoomCreationError::InvalidEpisode(value))
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}
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}
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}
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#[derive(Debug, Copy, Clone, Hash, PartialEq, Eq, derive_more::Display)]
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pub enum Difficulty {
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Normal,
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Hard,
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VeryHard,
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Ultimate,
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}
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impl TryFrom<u8> for Difficulty {
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type Error = RoomCreationError;
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fn try_from(value: u8) -> Result<Difficulty, RoomCreationError> {
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match value {
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0 => Ok(Difficulty::Normal),
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1 => Ok(Difficulty::Hard),
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2 => Ok(Difficulty::VeryHard),
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3 => Ok(Difficulty::Ultimate),
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_ => Err(RoomCreationError::InvalidDifficulty(value))
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}
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}
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}
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impl From<Difficulty> for u8 {
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fn from(other: Difficulty) -> u8 {
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match other {
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Difficulty::Normal => 0,
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Difficulty::Hard => 1,
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Difficulty::VeryHard => 2,
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Difficulty::Ultimate => 3,
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}
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}
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}
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#[derive(Debug, Copy, Clone, derive_more::Display)]
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pub enum RoomMode {
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#[display(fmt="single")]
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Single {
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episode: Episode,
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difficulty: Difficulty,
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},
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#[display(fmt="multi")]
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Multi {
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episode: Episode,
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difficulty: Difficulty,
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},
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#[display(fmt="challenge")]
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Challenge {
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episode: Episode,
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},
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#[display(fmt="battle")]
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Battle {
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episode: Episode,
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difficulty: Difficulty,
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}
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}
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impl RoomMode {
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pub fn difficulty(&self) -> Difficulty {
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match self {
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RoomMode::Single {difficulty, ..} => *difficulty,
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RoomMode::Multi {difficulty, ..} => *difficulty,
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RoomMode::Battle {difficulty, ..} => *difficulty,
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RoomMode::Challenge {..} => Difficulty::Normal,
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}
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}
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pub fn episode(&self) -> Episode {
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match self {
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RoomMode::Single {episode, ..} => *episode,
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RoomMode::Multi {episode, ..} => *episode,
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RoomMode::Battle {episode, ..} => *episode,
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RoomMode::Challenge {episode, ..} => *episode,
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}
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}
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pub fn battle(&self) -> u8 {
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match self {
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RoomMode::Battle {..} => 1,
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_ => 0,
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}
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}
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pub fn challenge(&self) -> u8 {
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match self {
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RoomMode::Challenge {..} => 1,
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_ => 0,
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}
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}
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pub fn single_player(&self) -> u8 {
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match self {
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RoomMode::Single {..} => 1,
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_ => 0,
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}
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}
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}
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pub enum QuestCategoryType {
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Standard,
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Government,
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}
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impl From<usize> for QuestCategoryType {
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fn from(f: usize) -> QuestCategoryType {
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match f {
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0 => QuestCategoryType::Standard,
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1 => QuestCategoryType::Government,
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_ => QuestCategoryType::Standard, // TODO: panic?
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}
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}
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}
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impl QuestCategoryType {
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pub fn value(&self) -> usize {
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match self {
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QuestCategoryType::Standard => 0,
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QuestCategoryType::Government => 1,
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}
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}
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}
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pub struct RoomState {
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pub mode: RoomMode,
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pub name: String,
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pub password: [u16; 16],
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pub maps: Maps,
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pub drop_table: Box<DropTable<rand_chacha::ChaCha20Rng>>,
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pub section_id: SectionID,
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pub random_seed: u32,
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pub bursting: bool,
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pub monster_stats: Box<HashMap<MonsterType, MonsterStats>>,
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pub map_areas: MapAreaLookup,
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pub rare_monster_table: Box<RareMonsterAppearTable>,
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pub quest_group: QuestCategoryType,
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pub quests: Vec<quests::QuestList>,
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// items on ground
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// enemy info
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}
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impl RoomState {
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pub fn get_flags_for_room_list(&self) -> u8 {
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let mut flags = 0u8;
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match self.mode {
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RoomMode::Single {..} => {flags += 0x04}
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RoomMode::Battle {..} => {flags += 0x10},
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RoomMode::Challenge {..} => {flags += 0x20},
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_ => {flags += 0x40},
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};
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if self.password[0] > 0 {
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flags += 0x02;
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}
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flags
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}
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pub fn get_episode_for_room_list(&self) -> u8 {
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let episode: u8 = self.mode.episode().into();
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match self.mode {
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RoomMode::Single {..} => episode + 0x10,
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_ => episode + 0x40,
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}
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}
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pub fn get_difficulty_for_room_list(&self) -> u8 {
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let difficulty: u8 = self.mode.difficulty().into();
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difficulty + 0x22
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}
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pub fn set_quest_group(&mut self, group: usize) {
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self.quest_group = QuestCategoryType::from(group);
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}
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pub fn from_create_room(create_room: &libpso::packet::ship::CreateRoom, section_id: SectionID) -> Result<RoomState, RoomCreationError> {
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if [create_room.battle, create_room.challenge, create_room.single_player].iter().sum::<u8>() > 1 {
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return Err(RoomCreationError::InvalidMode)
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}
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let room_mode = if create_room.battle == 1 {
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RoomMode::Battle {
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episode: create_room.episode.try_into()?,
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difficulty: create_room.difficulty.try_into()?,
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}
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}
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else if create_room.challenge == 1 {
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RoomMode::Challenge {
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episode: create_room.episode.try_into()?,
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}
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}
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else if create_room.single_player == 1 {
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RoomMode::Single {
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episode: create_room.episode.try_into()?,
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difficulty: create_room.difficulty.try_into()?,
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}
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}
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else { // normal multimode
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RoomMode::Multi {
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episode: create_room.episode.try_into()?,
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difficulty: create_room.difficulty.try_into()?,
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}
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};
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let rare_monster_table = RareMonsterAppearTable::new(room_mode.episode());
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// push the usual set of quests for the selected mode
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let mut qpath = PathBuf::from("data/quests/bb");
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qpath.push(room_mode.episode().to_string());
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qpath.push(room_mode.to_string());
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qpath.push("quests.toml");
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let mut room_quests = Vec::new();
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let quest_list = match quests::load_quests(&mut qpath) {
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Ok(qlist) => qlist,
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Err(_) => return Err(RoomCreationError::CouldNotLoadQuests),
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};
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room_quests.push(quest_list);
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// if multiplayer also push the government quests
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if let RoomMode::Multi {..} = room_mode {
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qpath = PathBuf::from("data/quests/bb/");
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qpath.push(room_mode.episode().to_string());
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qpath.push("government/quests.toml");
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let quest_list = match quests::load_quests(&mut qpath) {
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Ok(qlist) => qlist,
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Err(_) => return Err(RoomCreationError::CouldNotLoadQuests),
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};
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room_quests.push(quest_list);
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}
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Ok(RoomState {
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monster_stats: Box::new(load_monster_stats_table(&room_mode).map_err(|_| RoomCreationError::CouldNotLoadMonsterStats(room_mode))?),
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mode: room_mode,
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random_seed: rand::thread_rng().gen(),
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rare_monster_table: Box::new(rare_monster_table.clone()),
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name: String::from_utf16_lossy(&create_room.name).trim_matches(char::from(0)).into(),
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password: create_room.password,
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maps: Maps::new(room_mode, &rare_monster_table), // TODO: rare_monster_table here feels janky. is there some way to call the the RoomState.rare_monster_table we already created?
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section_id,
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drop_table: Box::new(DropTable::new(room_mode.episode(), room_mode.difficulty(), section_id)),
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bursting: false,
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map_areas: MapAreaLookup::new(&room_mode.episode()),
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quest_group: QuestCategoryType::Standard,
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quests: room_quests,
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})
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}
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}
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