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