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use libpso::packet::ship::*;
use crate::common::serverstate::ClientId;
use crate::common::leveltable::CharacterLevelTable;
use crate::ship::ship::{SendShipPacket, ShipError, Clients, Rooms};
use crate::ship::character::{FullCharacterBytesBuilder};
use crate::ship::location::{ClientLocation, LobbyId, RoomLobby, ClientLocationError};
//use crate::ship::items::;
use crate::ship::packet;
use crate::ship::items::ItemManager;
use crate::entity::gateway::EntityGateway;
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// this function needs a better home
pub fn block_selected(id: ClientId,
pkt: &MenuSelect,
clients: &mut Clients,
item_manager: &ItemManager,
level_table: &CharacterLevelTable)
-> Result<Vec<SendShipPacket>, ShipError> {
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let client = clients.get_mut(&id).ok_or(ShipError::ClientNotFound(id))?;
client.block = pkt.item as u32;
let (level, stats) = level_table.get_stats_from_exp(client.character.char_class, client.character.exp);
let inventory = item_manager.get_character_inventory(&client.character).unwrap();
let bank = item_manager.get_character_bank(&client.character).unwrap();
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let fc = FullCharacterBytesBuilder::new()
.character(&client.character)
.stats(&stats)
.level(level)
.inventory(&inventory)
.bank(&bank)
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.key_config(&client.settings.settings.key_config)
.joystick_config(&client.settings.settings.joystick_config)
.symbol_chat(&client.settings.settings.symbol_chats)
.tech_menu(&client.character.tech_menu.as_bytes())
.build();
Ok(vec![
SendShipPacket::FullCharacter(FullCharacter {
character: fc,
}),
SendShipPacket::CharDataRequest(CharDataRequest {}),
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SendShipPacket::LobbyList(LobbyList::new()),
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])
}
pub fn send_player_to_lobby(id: ClientId,
_pkt: &CharData,
client_location: &mut ClientLocation,
clients: &Clients,
item_manager: &ItemManager,
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level_table: &CharacterLevelTable)
-> Result<Vec<(ClientId, SendShipPacket)>, ShipError> {
let lobby = client_location.add_client_to_next_available_lobby(id, LobbyId(0)).map_err(|_| ShipError::TooManyClients)?;
let join_lobby = packet::builder::lobby::join_lobby(id, lobby, client_location, clients, item_manager, level_table)?;
let addto = packet::builder::lobby::add_to_lobby(id, lobby, client_location, clients, item_manager, level_table)?;
let neighbors = client_location.get_client_neighbors(id).unwrap();
Ok(vec![(id, SendShipPacket::JoinLobby(join_lobby))]
.into_iter()
.chain(neighbors.into_iter()
.map(|c| (c.client, SendShipPacket::AddToLobby(addto.clone())))).collect())
}
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pub async fn change_lobby<EG: EntityGateway>(id: ClientId,
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requested_lobby: u32,
client_location: &mut ClientLocation,
clients: &Clients,
item_manager: &mut ItemManager,
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level_table: &CharacterLevelTable,
ship_rooms: &mut Rooms,
entity_gateway: &mut EG)
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-> Result<Vec<(ClientId, SendShipPacket)>, ShipError> {
let client = clients.get(&id).ok_or(ShipError::ClientNotFound(id))?;
let prev_area = client_location.get_area(id).map_err(|err| -> ClientLocationError {err.into()})?;
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match prev_area {
RoomLobby::Lobby(old_lobby) => {
if old_lobby.0 == requested_lobby as usize {
return Ok(vec![(id, SendShipPacket::SmallDialog(SmallDialog::new("You are already in this Lobby!".into())))])
}
},
RoomLobby::Room(old_room) => {
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if client_location.get_client_neighbors(id).map_err(|err| -> ClientLocationError {err.into()})?.len() == 0 {
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ship_rooms[old_room.0] = None;
}
item_manager.remove_character_from_room(&client.character);
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},
}
let leave_lobby = packet::builder::lobby::remove_from_lobby(id, client_location)?;
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let old_neighbors = client_location.get_client_neighbors(id).unwrap();
let mut lobby = LobbyId(requested_lobby as usize);
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if let Err(_) = client_location.add_client_to_lobby(id, lobby) {
match prev_area {
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RoomLobby::Lobby(_lobby) => {
let dialog = SmallDialog::new(String::from("Lobby is full."));
return Ok(vec![(id, SendShipPacket::SmallDialog(dialog))])
}
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RoomLobby::Room(_room) => {
lobby = client_location.add_client_to_next_available_lobby(id, lobby).map_err(|_| ShipError::TooManyClients)?;
}
}
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}
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item_manager.load_character(entity_gateway, &client.character).await;
let join_lobby = packet::builder::lobby::join_lobby(id, lobby, client_location, clients, item_manager, level_table)?;
let addto = packet::builder::lobby::add_to_lobby(id, lobby, client_location, clients, item_manager, level_table)?;
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let neighbors = client_location.get_client_neighbors(id).unwrap();
Ok(vec![(id, SendShipPacket::JoinLobby(join_lobby))]
.into_iter()
.chain(neighbors.into_iter()
.map(|c| (c.client, SendShipPacket::AddToLobby(addto.clone()))))
.chain(old_neighbors.into_iter()
.map(|c| (c.client, SendShipPacket::LeaveLobby(leave_lobby.clone()))))
.collect())
}