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use libpso::packet::ship::*;
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use libpso::packet::messages::*;
use crate::entity::gateway::EntityGateway;
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use crate::common::serverstate::ClientId;
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use crate::common::leveltable::CharacterLevelTable;
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use crate::ship::ship::{SendShipPacket, ShipError, Rooms, Clients, ItemDropLocation};
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use crate::ship::location::{ClientLocation, ClientLocationError};
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use crate::ship::items::{ItemManager, ClientItemId};
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use crate::ship::packet::builder;
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use crate::ship::items::state::ItemState;
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use crate::ship::items::actions::{drop_item, drop_partial_item, drop_meseta, equip_item, unequip_item, sort_inventory, use_item};
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pub async fn request_exp<EG: EntityGateway>(id: ClientId,
request_exp: &RequestExp,
entity_gateway: &mut EG,
client_location: &ClientLocation,
clients: &mut Clients,
rooms: &mut Rooms,
level_table: &CharacterLevelTable)
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-> Result<Box<dyn Iterator<Item = (ClientId, SendShipPacket)> + Send>, anyhow::Error> {
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let client = clients.get_mut(&id).ok_or(ShipError::ClientNotFound(id))?;
let area_client = client_location.get_local_client(id).map_err(|err| -> ClientLocationError { err.into() })?;
let room_id = client_location.get_room(id).map_err(|err| -> ClientLocationError { err.into() })?;
let room = rooms.get_mut(room_id.0)
.ok_or(ShipError::InvalidRoom(room_id.0 as u32))?
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.as_mut()
.ok_or(ShipError::InvalidRoom(room_id.0 as u32))?;
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let monster = room.maps.enemy_by_id(request_exp.enemy_id as usize)?;
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let monster_stats = room.monster_stats.get(&monster.monster).ok_or(ShipError::UnknownMonster(monster.monster))?;
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let exp_gain = if request_exp.last_hitter == 1 {
monster_stats.exp
}
else {
((monster_stats.exp as f32) * 0.8) as u32
};
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let clients_in_area = client_location.get_clients_in_room(room_id).map_err(|err| -> ClientLocationError { err.into() })?;
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let gain_exp_pkt = builder::message::character_gained_exp(area_client, exp_gain);
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let mut exp_pkts: Box<dyn Iterator<Item = _> + Send> = Box::new(clients_in_area.clone().into_iter()
.map(move |c| {
(c.client, SendShipPacket::Message(Message::new(GameMessage::GiveCharacterExp(gain_exp_pkt.clone()))))
}));
let before_level = level_table.get_level_from_exp(client.character.char_class, client.character.exp);
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let after_level = level_table.get_level_from_exp(client.character.char_class, client.character.exp + exp_gain);
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let level_up = before_level != after_level;
if level_up {
let (_, before_stats) = level_table.get_stats_from_exp(client.character.char_class, client.character.exp);
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let (after_level, after_stats) = level_table.get_stats_from_exp(client.character.char_class, client.character.exp + exp_gain);
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let level_up_pkt = builder::message::character_leveled_up(area_client, after_level, before_stats, after_stats);
exp_pkts = Box::new(exp_pkts.chain(clients_in_area.into_iter()
.map(move |c| {
(c.client, SendShipPacket::Message(Message::new(GameMessage::PlayerLevelUp(level_up_pkt.clone()))))
})))
}
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client.character.exp += exp_gain;
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entity_gateway.save_character(&client.character).await?;
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Ok(exp_pkts)
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}
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pub async fn player_drop_item<EG>(id: ClientId,
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player_drop_item: &PlayerDropItem,
entity_gateway: &mut EG,
client_location: &ClientLocation,
clients: &mut Clients,
rooms: &mut Rooms,
item_state: &mut ItemState)
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-> Result<Box<dyn Iterator<Item = (ClientId, SendShipPacket)> + Send>, anyhow::Error>
where
EG: EntityGateway
{
let client = clients.get_mut(&id).ok_or(ShipError::ClientNotFound(id))?;
let room_id = client_location.get_room(id).map_err(|err| -> ClientLocationError { err.into() })?;
let room = rooms.get_mut(room_id.0)
.ok_or(ShipError::InvalidRoom(room_id.0 as u32))?
.as_mut()
.ok_or(ShipError::InvalidRoom(room_id.0 as u32))?;
let area = room.map_areas.get_area_map(player_drop_item.map_area)?;
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drop_item(item_state, entity_gateway, &client.character, &ClientItemId(player_drop_item.item_id), *area, (player_drop_item.x, player_drop_item.y, player_drop_item.z)).await?;
let clients_in_area = client_location.get_clients_in_room(room_id).map_err(|err| -> ClientLocationError { err.into() })?;
let pdi = player_drop_item.clone();
Ok(Box::new(clients_in_area.into_iter()
.map(move |c| {
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(c.client, SendShipPacket::Message(Message::new(GameMessage::PlayerDropItem(pdi.clone()))))
})))
}
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pub fn drop_coordinates(id: ClientId,
drop_coordinates: &DropCoordinates,
client_location: &ClientLocation,
clients: &mut Clients,
rooms: &Rooms)
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-> Result<Box<dyn Iterator<Item = (ClientId, SendShipPacket)> + Send>, anyhow::Error>
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{
let client = clients.get_mut(&id).ok_or(ShipError::ClientNotFound(id))?;
let room_id = client_location.get_room(id).map_err(|err| -> ClientLocationError { err.into() })?;
let room = rooms.get(room_id.0)
.ok_or(ShipError::InvalidRoom(room_id.0 as u32))?
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.as_ref()
.ok_or(ShipError::InvalidRoom(room_id.0 as u32))?;
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client.item_drop_location = Some(ItemDropLocation {
map_area: *room.map_areas.get_area_map(drop_coordinates.map_area)?,
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x: drop_coordinates.x,
z: drop_coordinates.z,
item_id: ClientItemId(drop_coordinates.item_id),
});
Ok(Box::new(None.into_iter())) // TODO: do we need to send a packet here?
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}
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pub async fn no_longer_has_item<EG>(id: ClientId,
no_longer_has_item: &PlayerNoLongerHasItem,
entity_gateway: &mut EG,
client_location: &ClientLocation,
clients: &mut Clients,
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item_state: &mut ItemState)
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-> Result<Box<dyn Iterator<Item = (ClientId, SendShipPacket)> + Send>, anyhow::Error>
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where
EG: EntityGateway
{
let client = clients.get_mut(&id).ok_or(ShipError::ClientNotFound(id))?;
let area_client = client_location.get_local_client(id).map_err(|err| -> ClientLocationError { err.into() })?;
let room_id = client_location.get_room(id).map_err(|err| -> ClientLocationError { err.into() })?;
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if let Some(drop_location) = client.item_drop_location {
if drop_location.item_id.0 != no_longer_has_item.item_id {
return Err(ShipError::DropInvalidItemId(no_longer_has_item.item_id).into());
}
if no_longer_has_item.item_id == 0xFFFFFFFF {
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let dropped_meseta = drop_meseta(item_state, entity_gateway, &client.character, drop_location.map_area, (drop_location.x, drop_location.z), no_longer_has_item.amount).await?;
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let dropped_meseta_pkt = builder::message::drop_split_meseta_stack(area_client, &dropped_meseta)?;
let no_longer_has_meseta_pkt = builder::message::player_no_longer_has_meseta(area_client, no_longer_has_item.amount as u32);
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client.item_drop_location = None;
let clients_in_area = client_location.get_clients_in_room(room_id).map_err(|err| -> ClientLocationError { err.into() })?;
Ok(Box::new(clients_in_area.into_iter()
.flat_map(move |c| {
std::iter::once((c.client, SendShipPacket::Message(Message::new(GameMessage::DropSplitStack(dropped_meseta_pkt.clone())))))
.chain(
if c.client != id {
Box::new(std::iter::once(
(c.client, SendShipPacket::Message(Message::new(GameMessage::PlayerNoLongerHasItem(no_longer_has_meseta_pkt.clone()))))
)) as Box<dyn Iterator<Item = _> + Send>
}
else {
Box::new(std::iter::empty()) as Box<dyn Iterator<Item = _> + Send>
}
)
})
))
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}
else {
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let dropped_item = drop_partial_item(item_state, entity_gateway, &client.character, &drop_location.item_id, drop_location.map_area, (drop_location.x, drop_location.z), no_longer_has_item.amount).await?;
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let dropped_item_pkt = builder::message::drop_split_stack(area_client, &dropped_item)?;
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client.item_drop_location = None;
let clients_in_area = client_location.get_clients_in_room(room_id).map_err(|err| -> ClientLocationError { err.into() })?;
Ok(Box::new(clients_in_area.into_iter()
.map(move |c| {
(c.client, SendShipPacket::Message(Message::new(GameMessage::DropSplitStack(dropped_item_pkt.clone()))))
})))
}
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}
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else if let Some(_tek) = client.tek {
let neighbors = client_location.get_client_neighbors(id).map_err(|err| -> ClientLocationError { err.into() })?;
let no_longer_has_item = no_longer_has_item.clone();
Ok(Box::new(neighbors.into_iter()
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.map(move |c| {
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(c.client, SendShipPacket::Message(Message::new(GameMessage::PlayerNoLongerHasItem(no_longer_has_item.clone()))))
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})))
}
else {
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Err(ShipError::InvalidItem(ClientItemId(no_longer_has_item.item_id)).into())
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}
}
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pub fn update_player_position(id: ClientId,
message: &Message,
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clients: &mut Clients,
client_location: &ClientLocation,
rooms: &Rooms)
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-> Result<Box<dyn Iterator<Item = (ClientId, SendShipPacket)> + Send>, anyhow::Error> {
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let client = clients.get_mut(&id).ok_or(ShipError::ClientNotFound(id))?;
if let Ok(room_id) = client_location.get_room(id).map_err(|err| -> ClientLocationError { err.into() }) {
let room = rooms.get(room_id.0)
.ok_or(ShipError::InvalidRoom(room_id.0 as u32))?
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.as_ref()
.ok_or(ShipError::InvalidRoom(room_id.0 as u32))?;
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match &message.msg {
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GameMessage::PlayerChangedMap(p) => {
client.x = p.x;
client.y = p.y;
client.z = p.z;
},
GameMessage::PlayerChangedMap2(p) => {
client.area = room.map_areas.get_area_map(p.map_area).ok().cloned();
},
GameMessage::TellOtherPlayerMyLocation(p) => {
client.x = p.x;
client.y = p.y;
client.z = p.z;
client.area = room.map_areas.get_area_map(p.map_area).ok().cloned();
},
GameMessage::PlayerWarpingToFloor(p) => {
client.area = room.map_areas.get_area_map(p.area as u16).ok().cloned();
},
GameMessage::PlayerTeleported(p) => {
client.x = p.x;
client.y = p.y;
client.z = p.z;
},
GameMessage::PlayerStopped(p) => {
client.x = p.x;
client.y = p.y;
client.z = p.z;
},
GameMessage::PlayerLoadedIn(p) => {
client.x = p.x;
client.y = p.y;
client.z = p.z;
},
GameMessage::PlayerWalking(p) => {
client.x = p.x;
client.z = p.z;
},
GameMessage::PlayerRunning(p) => {
client.x = p.x;
client.z = p.z;
},
GameMessage::PlayerWarped(p) => {
client.x = p.x;
client.y = p.y;
},
// GameMessage::PlayerChangedFloor(p) => {client.area = MapArea::from_value(&room.mode.episode(), p.map).ok();},
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GameMessage::InitializeSpeechNpc(p) => {
client.x = p.x;
client.z = p.z;
}
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_ => {},
}
} else {}
let m = message.clone();
Ok(Box::new(client_location.get_client_neighbors(id).unwrap().into_iter()
.map(move |client| {
(client.client, SendShipPacket::Message(m.clone()))
})))
}
pub async fn charge_attack<EG>(id: ClientId,
charge: &ChargeAttack,
clients: &mut Clients,
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entity_gateway: &mut EG,
item_manager: &mut ItemManager)
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-> Result<Box<dyn Iterator<Item = (ClientId, SendShipPacket)> + Send>, anyhow::Error>
where
EG: EntityGateway
{
let client = clients.get_mut(&id).ok_or(ShipError::ClientNotFound(id))?;
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let meseta = item_manager.get_character_meseta_mut(&client.character.id)?;
if meseta.0 >= charge.meseta {
meseta.0 -= charge.meseta;
entity_gateway.set_character_meseta(&client.character.id, *meseta).await?;
// TODO: this should probably echo the packet
Ok(Box::new(None.into_iter()))
} else {
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Err(ShipError::NotEnoughMeseta(id, meseta.0).into())
}
}
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pub async fn player_uses_item<EG>(id: ClientId,
player_use_tool: &PlayerUseItem,
entity_gateway: &mut EG,
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_client_location: &ClientLocation,
clients: &mut Clients,
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item_state: &mut ItemState)
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-> Result<Box<dyn Iterator<Item = (ClientId, SendShipPacket)> + Send>, anyhow::Error>
where
EG: EntityGateway
{
let client = clients.get_mut(&id).ok_or(ShipError::ClientNotFound(id))?;
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use_item(item_state, entity_gateway, &mut client.character, &ClientItemId(player_use_tool.item_id), 1).await?;
Ok(Box::new(None.into_iter())) // TODO: should probably tell other players we used an item
}
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pub async fn player_used_medical_center<EG>(id: ClientId,
_pumc: &PlayerUsedMedicalCenter, // not needed?
entity_gateway: &mut EG,
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clients: &mut Clients,
item_manager: &mut ItemManager)
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-> Result<Box<dyn Iterator<Item = (ClientId, SendShipPacket)> + Send>, anyhow::Error>
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where
EG: EntityGateway
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{
let client = clients.get_mut(&id).ok_or(ShipError::ClientNotFound(id))?;
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let meseta = item_manager.get_character_meseta_mut(&client.character.id)?;
if meseta.0 >= 10 {
meseta.0 -= 10;
entity_gateway.set_character_meseta(&client.character.id, *meseta).await?;
// TODO: this should probably echo the packet
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Ok(Box::new(None.into_iter()))
} else {
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Err(ShipError::NotEnoughMeseta(id, meseta.0).into())
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}
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}
pub async fn player_feed_mag<EG>(id: ClientId,
mag_feed: &PlayerFeedMag,
entity_gateway: &mut EG,
client_location: &ClientLocation,
clients: &Clients,
item_manager: &mut ItemManager)
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-> Result<Box<dyn Iterator<Item = (ClientId, SendShipPacket)> + Send>, anyhow::Error>
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where
EG: EntityGateway
{
let client = clients.get(&id).ok_or(ShipError::ClientNotFound(id))?;
item_manager.player_feeds_mag_item(entity_gateway, &client.character, ClientItemId(mag_feed.mag_id), ClientItemId(mag_feed.item_id)).await?;
let mag_feed = mag_feed.clone();
Ok(Box::new(client_location.get_client_neighbors(id).unwrap().into_iter()
.map(move |client| {
(client.client, SendShipPacket::Message(Message::new(GameMessage::PlayerFeedMag(mag_feed.clone()))))
})))
}
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pub async fn player_equips_item<EG>(id: ClientId,
pkt: &PlayerEquipItem,
entity_gateway: &mut EG,
clients: &Clients,
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item_state: &mut ItemState)
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-> Result<Box<dyn Iterator<Item = (ClientId, SendShipPacket)> + Send>, anyhow::Error>
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where
EG: EntityGateway
{
let client = clients.get(&id).ok_or(ShipError::ClientNotFound(id))?;
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let equip_slot = if pkt.sub_menu > 0 {
((pkt.sub_menu & 0x7) - 1) % 4
}
else {
0
};
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equip_item(item_state, entity_gateway, &client.character, &ClientItemId(pkt.item_id), equip_slot).await?;
Ok(Box::new(None.into_iter())) // TODO: tell other players you equipped an item
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}
pub async fn player_unequips_item<EG>(id: ClientId,
pkt: &PlayerUnequipItem,
entity_gateway: &mut EG,
clients: &Clients,
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item_state: &mut ItemState)
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-> Result<Box<dyn Iterator<Item = (ClientId, SendShipPacket)> + Send>, anyhow::Error>
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where
EG: EntityGateway
{
let client = clients.get(&id).ok_or(ShipError::ClientNotFound(id))?;
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unequip_item(item_state, entity_gateway, &client.character, &ClientItemId(pkt.item_id)).await?;
Ok(Box::new(None.into_iter())) // TODO: tell other players if you unequip an item
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}
pub async fn player_sorts_items<EG>(id: ClientId,
pkt: &SortItems,
entity_gateway: &mut EG,
clients: &Clients,
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item_state: &mut ItemState)
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-> Result<Box<dyn Iterator<Item = (ClientId, SendShipPacket)> + Send>, anyhow::Error>
where
EG: EntityGateway
{
let client = clients.get(&id).ok_or(ShipError::ClientNotFound(id))?;
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let item_ids = pkt.item_ids
.iter()
.filter_map(|item_id| {
if *item_id != 0 {
Some(ClientItemId(*item_id))
}
else {
None
}
})
.collect();
sort_inventory(item_state, entity_gateway, &client.character, item_ids).await?;
Ok(Box::new(None.into_iter())) // TODO: clients probably care about each others item orders
}
pub async fn player_sells_item<EG> (id: ClientId,
sold_item: &PlayerSoldItem,
entity_gateway: &mut EG,
// client_location: &ClientLocation,
clients: &mut Clients,
item_manager: &mut ItemManager)
-> Result<Box<dyn Iterator<Item = (ClientId, SendShipPacket)> + Send>, anyhow::Error>
where
EG: EntityGateway
{
let client = clients.get_mut(&id).ok_or(ShipError::ClientNotFound(id))?;
item_manager.player_sells_item(entity_gateway, &mut client.character, ClientItemId(sold_item.item_id), sold_item.amount as usize).await?;
// TODO: send the packet to other clients
Ok(Box::new(None.into_iter()))
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}