elseware/src/ship/character.rs

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use libpso::character::character;
use crate::common::leveltable::CharacterStats;
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use crate::entity::character::CharacterEntity;
use crate::ship::items::CharacterInventory;
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// TODO: exp
pub struct CharacterBytesBuilder<'a> {
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character: Option<&'a CharacterEntity>,
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stats: Option<&'a CharacterStats>,
level: Option<u32>,
}
impl<'a> CharacterBytesBuilder<'a> {
pub fn new() -> CharacterBytesBuilder<'a> {
CharacterBytesBuilder {
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character: None,
stats: None,
level: None,
}
}
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pub fn character(self, character: &'a CharacterEntity) -> CharacterBytesBuilder<'a> {
CharacterBytesBuilder {
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character: Some(character),
..self
}
}
pub fn stats(self, stats: &'a CharacterStats) -> CharacterBytesBuilder<'a> {
CharacterBytesBuilder {
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stats: Some(stats),
..self
}
}
pub fn level(self, level: u32) -> CharacterBytesBuilder<'a> {
CharacterBytesBuilder {
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level: Some(level),
..self
}
}
pub fn build(self) -> character::Character {
let character = self.character.unwrap();
let stats = self.stats.unwrap();
let level = self.level.unwrap();
character::Character {
name: libpso::utf8_to_utf16_array!(character.name, 16),
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hp: stats.hp,
atp: stats.atp,
mst: stats.mst,
evp: stats.evp,
dfp: stats.dfp,
ata: stats.ata,
lck: stats.lck,
level: level,
section_id: character.section_id.into(),
ch_class: character.char_class.into(),
costume: character.appearance.costume,
skin: character.appearance.skin,
face: character.appearance.face,
head: character.appearance.head,
hair: character.appearance.hair,
hair_r: character.appearance.hair_r,
hair_g: character.appearance.hair_g,
hair_b: character.appearance.hair_b,
prop_x: character.appearance.prop_x,
prop_y: character.appearance.prop_y,
config: character.config.as_bytes(),
techniques: character.techs.as_bytes(),
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meseta: character.meseta,
..character::Character::default()
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}
}
}
pub struct FullCharacterBytesBuilder<'a> {
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character: Option<&'a CharacterEntity>,
stats: Option<&'a CharacterStats>,
level: Option<u32>,
inventory: Option<&'a CharacterInventory<'a>>,
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key_config: Option<&'a [u8; 0x16C]>,
joystick_config: Option<&'a [u8; 0x38]>,
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symbol_chat: Option<&'a [u8; 1248]>,
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tech_menu: Option<&'a [u8; 40]>,
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}
impl<'a> FullCharacterBytesBuilder<'a> {
pub fn new() -> FullCharacterBytesBuilder<'a> {
FullCharacterBytesBuilder {
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character: None,
stats: None,
level: None,
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inventory: None,
key_config: None,
joystick_config: None,
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symbol_chat: None,
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tech_menu: None,
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}
}
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pub fn character(self, character: &'a CharacterEntity) -> FullCharacterBytesBuilder<'a> {
FullCharacterBytesBuilder {
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character: Some(character),
..self
}
}
pub fn stats(self, stats: &'a CharacterStats) -> FullCharacterBytesBuilder<'a> {
FullCharacterBytesBuilder {
stats: Some(stats),
..self
}
}
pub fn level(self, level: u32) -> FullCharacterBytesBuilder<'a> {
FullCharacterBytesBuilder {
level: Some(level),
..self
}
}
pub fn inventory(self, inventory: &'a CharacterInventory) -> FullCharacterBytesBuilder<'a> {
FullCharacterBytesBuilder {
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inventory: Some(inventory),
..self
}
}
pub fn key_config(self, key_config: &'a [u8; 0x16C]) -> FullCharacterBytesBuilder<'a> {
FullCharacterBytesBuilder {
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key_config: Some(key_config),
..self
}
}
pub fn joystick_config(self, joystick_config: &'a [u8; 0x38]) -> FullCharacterBytesBuilder<'a> {
FullCharacterBytesBuilder {
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joystick_config: Some(joystick_config),
..self
}
}
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pub fn symbol_chat(self, symbol_chat: &'a [u8; 1248]) -> FullCharacterBytesBuilder<'a> {
FullCharacterBytesBuilder {
symbol_chat: Some(symbol_chat),
..self
}
}
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pub fn tech_menu(self, tech_menu: &'a [u8; 40]) -> FullCharacterBytesBuilder<'a> {
FullCharacterBytesBuilder {
tech_menu: Some(tech_menu),
..self
}
}
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pub fn build(self) -> character::FullCharacter {
let character = self.character.unwrap();
let stats = self.stats.unwrap();
let level = self.level.unwrap();
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let inventory = self.inventory.unwrap();
let key_config = self.key_config.unwrap();
let joystick_config = self.joystick_config.unwrap();
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let symbol_chat = self.symbol_chat.unwrap();
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let tech_menu = self.tech_menu.unwrap();
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character::FullCharacter {
character: CharacterBytesBuilder::new()
.character(&character)
.stats(&stats)
.level(level - 1)
.build(),
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inventory: character::Inventory {
item_count: inventory.count() as u8,
items: inventory.as_client_inventory_items(),
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..character::Inventory::default()
},
key_team_config: character::KeyTeamConfig {
key_config: *key_config,
joystick_config: *joystick_config,
..character::KeyTeamConfig::default()
},
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info_board: character.info_board.as_bytes(),
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symbol_chats: *symbol_chat,
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tech_menu: *tech_menu,
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..character::FullCharacter::default()
}
}
}