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452 lines
12 KiB
452 lines
12 KiB
#![allow(dead_code)]
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use networking::serverstate::{ClientId, ServerState};
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use entity::gateway::EntityGateway;
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use entity::account::{UserAccountEntity, NewUserAccountEntity, NewUserSettingsEntity};
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use entity::character::{CharacterEntity, NewCharacterEntity};
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use libpso::character::SectionID;
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use entity::item::{Meseta, BankIdentifier};
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use ship_server::{ShipServerState, ShipServerStateBuilder, RecvShipPacket};
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use maps::room::{RoomMode, Difficulty, Episode};
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use maps::area::MapArea;
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use maps::maps::null_free_roam_maps;
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use maps::object::MapObject;
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use maps::monster::MonsterType;
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use quests::{QuestList, QuestLoadError};
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use drops::{DropTable, ItemDropType};
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use shops::{ItemShops, WeaponShopItem, ToolShopItem, ArmorShopItem};
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use 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::util::{utf8_to_array, utf8_to_utf16_array};
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fn null_quest_builder(_mode: RoomMode) -> Result<QuestList, QuestLoadError> {
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Ok(Default::default())
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}
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struct NullDropTable;
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impl DropTable for NullDropTable {
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fn get_drop(&mut self, _map_area: &MapArea, _monster: &MonsterType) -> Option<ItemDropType> {
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None
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}
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fn get_box_drop(&mut self, _map_area: &MapArea, _object: &MapObject) -> Option<ItemDropType> {
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None
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}
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}
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pub fn null_drop_table_builder(_episode: Episode, _difficult: Difficulty, _section_id: SectionID) -> Box<dyn DropTable + Send + Sync> {
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Box::new(NullDropTable)
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}
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struct NullItemShops;
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#[async_trait::async_trait]
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impl ItemShops for NullItemShops {
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async fn generate_weapon_list(&self, _difficulty: Difficulty, _section_id: SectionID, _char_level: usize) -> Option<Vec<WeaponShopItem>> {
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Some(Vec::new())
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}
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async fn generate_tool_list(&self, _char_level: usize) -> Vec<ToolShopItem> {
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Vec::new()
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}
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async fn generate_armor_list(&self, _char_level: usize) -> Vec<ArmorShopItem> {
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Vec::new()
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}
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}
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pub fn standard_ship_buildable<EG: EntityGateway + Clone>(gateway: EG) -> ShipServerStateBuilder<EG> {
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ShipServerState::builder()
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.gateway(gateway)
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.standard_quest_builder(Box::new(null_quest_builder))
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.government_quest_builder(Box::new(null_quest_builder))
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.drop_table_builder(Box::new(null_drop_table_builder))
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.map_builder(Box::new(null_free_roam_maps))
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.item_shops(NullItemShops)
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}
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pub fn standard_ship<EG: EntityGateway + Clone>(gateway: EG) -> ShipServerState<EG> {
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ShipServerState::builder()
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.gateway(gateway)
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.standard_quest_builder(Box::new(null_quest_builder))
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.government_quest_builder(Box::new(null_quest_builder))
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.drop_table_builder(Box::new(null_drop_table_builder))
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.map_builder(Box::new(null_free_roam_maps))
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.item_shops(NullItemShops)
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.build()
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}
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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) -> (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),
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unknown2: [0; 32],
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password: utf8_to_array(&password),
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unknown3: [0; 40],
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hwinfo: [0; 8],
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session: Session::default(),
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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),
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password: utf8_to_utf16_array(password),
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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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special: Option<item::weapon::WeaponSpecial>,
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attributes: [Option<item::weapon::WeaponAttribute>; 3],
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tekked: bool,
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}
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impl WeaponBuilder {
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fn new(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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special: None,
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attributes: [None; 3],
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tekked: true,
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}
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}
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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 special(self, special: item::weapon::WeaponSpecial) -> WeaponBuilder {
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WeaponBuilder {
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special: Some(special),
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..self
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}
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}
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pub fn attr(mut self, attr: item::weapon::Attribute, value: i8) -> WeaponBuilder {
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self.attributes
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.iter_mut()
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.find(|k| k.is_none())
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.map(|empty_attr| {
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*empty_attr = Some(item::weapon::WeaponAttribute {
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attr,
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value,
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})
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});
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self
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}
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pub fn untekked(self) -> WeaponBuilder {
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WeaponBuilder {
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tekked: false,
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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: self.special,
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attrs: self.attributes,
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tekked: self.tekked,
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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 ArmorBuilder {
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armor: item::armor::ArmorType,
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dfp: u8,
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evp: u8,
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slots: u8,
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}
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impl ArmorBuilder {
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pub fn new(armor: item::armor::ArmorType) -> ArmorBuilder {
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ArmorBuilder {
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armor: armor,
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dfp: 0,
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evp: 0,
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slots: 0,
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}
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}
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pub fn slots(self, slots: u8) -> ArmorBuilder {
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ArmorBuilder {
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slots,
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..self
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}
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}
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pub fn dfp(self, dfp: u8) -> ArmorBuilder {
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ArmorBuilder {
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dfp,
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..self
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}
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}
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pub fn evp(self, evp: u8) -> ArmorBuilder {
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ArmorBuilder {
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evp,
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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::Armor(
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item::armor::Armor {
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armor: self.armor,
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dfp: self.dfp,
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evp: self.evp,
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slots: self.slots,
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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 ShieldBuilder {
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shield: item::shield::ShieldType,
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dfp: u8,
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evp: u8,
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}
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impl ShieldBuilder {
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pub fn new(shield: item::shield::ShieldType) -> ShieldBuilder {
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ShieldBuilder {
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shield: shield,
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dfp: 0,
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evp: 0,
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}
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}
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pub fn dfp(self, dfp: u8) -> ShieldBuilder {
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ShieldBuilder {
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dfp,
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..self
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}
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}
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pub fn evp(self, evp: u8) -> ShieldBuilder {
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ShieldBuilder {
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evp,
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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::Shield(
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item::shield::Shield {
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shield: self.shield,
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dfp: self.dfp,
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evp: self.evp,
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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 UnitBuilder {
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unit: item::unit::UnitType,
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modifier: Option<item::unit::UnitModifier>,
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}
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impl UnitBuilder {
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pub fn modifier(self, modifier: item::unit::UnitModifier) -> UnitBuilder {
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UnitBuilder {
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modifier: Some(modifier),
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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::Unit(
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item::unit::Unit {
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unit: self.unit,
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modifier: self.modifier,
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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 MagBuilder {
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}
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impl MagBuilder {
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pub fn as_new(self) -> item::NewItemEntity {
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item::NewItemEntity {
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item: item::ItemDetail::Mag(
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item::mag::Mag::baby_mag(0)
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)
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}
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}
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}
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pub struct ToolBuilder {
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tool: item::tool::ToolType,
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}
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impl ToolBuilder {
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pub fn as_new(self) -> item::NewItemEntity {
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item::NewItemEntity {
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item: item::ItemDetail::Tool (
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item::tool::Tool {
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tool: self.tool,
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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 TechBuilder {
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tech: item::tech::Technique,
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level: u32,
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}
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impl TechBuilder {
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pub fn level(self, level: u32) -> TechBuilder {
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TechBuilder {
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level,
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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::TechniqueDisk (
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item::tech::TechniqueDisk {
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tech: self.tech,
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level: self.level,
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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::new(weapon)
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}
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pub fn armor(armor: item::armor::ArmorType) -> ArmorBuilder {
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ArmorBuilder::new(armor)
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}
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pub fn shield(shield: item::shield::ShieldType) -> ShieldBuilder {
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ShieldBuilder::new(shield)
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}
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pub fn unit(unit: item::unit::UnitType) -> UnitBuilder {
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UnitBuilder {
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unit: unit,
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modifier: None,
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}
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}
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pub fn baby_mag() -> MagBuilder {
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MagBuilder {
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}
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}
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pub fn tool(tool: item::tool::ToolType) -> ToolBuilder {
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ToolBuilder {
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tool: tool,
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}
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}
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pub fn tech(tech: item::tech::Technique) -> TechBuilder {
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TechBuilder {
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tech: tech,
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level: 0,
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}
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}
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}
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