Browse Source

fix some meseta-taking things

pull/113/head
jake 2 years ago
parent
commit
2a7b43df83
  1. 22
      src/ship/items/actions.rs
  2. 49
      src/ship/packet/handler/message.rs
  3. 6
      src/ship/ship.rs

22
src/ship/items/actions.rs

@ -1123,3 +1123,25 @@ where
Ok((transaction, (p1_new_items, p2_new_items))) Ok((transaction, (p1_new_items, p2_new_items)))
}).await }).await
} }
pub async fn take_meseta<'a, EG> (
item_state: &'a mut ItemState,
entity_gateway: &mut EG,
character_id: &CharacterEntityId,
meseta: Meseta)
-> Result<(), ItemStateError>
where
EG: EntityGateway,
{
entity_gateway.with_transaction(|mut transaction| async move {
let item_state_proxy = ItemStateProxy::new(item_state);
let ((item_state_proxy, transaction), p1_removed_items) = ItemStateAction::default()
.act(take_meseta_from_inventory(*character_id, meseta.0))
.commit((item_state_proxy, transaction))
.await?;
item_state_proxy.commit();
Ok((transaction, ()))
}).await
}

49
src/ship/packet/handler/message.rs

@ -1,14 +1,15 @@
use libpso::packet::ship::*; use libpso::packet::ship::*;
use libpso::packet::messages::*; use libpso::packet::messages::*;
use crate::entity::gateway::EntityGateway; use crate::entity::gateway::EntityGateway;
use crate::entity::item::Meseta;
use crate::common::serverstate::ClientId; use crate::common::serverstate::ClientId;
use crate::common::leveltable::CharacterLevelTable; use crate::common::leveltable::CharacterLevelTable;
use crate::ship::ship::{SendShipPacket, ShipError, Rooms, Clients, ItemDropLocation}; use crate::ship::ship::{SendShipPacket, ShipError, Rooms, Clients, ItemDropLocation};
use crate::ship::location::{ClientLocation, ClientLocationError}; use crate::ship::location::{ClientLocation, ClientLocationError};
use crate::ship::items::{ItemManager, ClientItemId};
use crate::ship::items::ClientItemId;
use crate::ship::packet::builder; use crate::ship::packet::builder;
use crate::ship::items::state::ItemState; use crate::ship::items::state::ItemState;
use crate::ship::items::actions::{drop_item, drop_partial_item, drop_meseta, equip_item, unequip_item, sort_inventory, use_item, feed_mag, sell_item};
use crate::ship::items::actions::{drop_item, drop_partial_item, drop_meseta, equip_item, unequip_item, sort_inventory, use_item, feed_mag, sell_item, take_meseta};
pub async fn request_exp<EG: EntityGateway>(id: ClientId, pub async fn request_exp<EG: EntityGateway>(id: ClientId,
request_exp: &RequestExp, request_exp: &RequestExp,
@ -258,24 +259,24 @@ pub fn update_player_position(id: ClientId,
pub async fn charge_attack<EG>(id: ClientId, pub async fn charge_attack<EG>(id: ClientId,
charge: &ChargeAttack, charge: &ChargeAttack,
clients: &mut Clients,
entity_gateway: &mut EG, entity_gateway: &mut EG,
item_manager: &mut ItemManager)
client_location: &ClientLocation,
clients: &mut Clients,
item_state: &mut ItemState)
-> Result<Box<dyn Iterator<Item = (ClientId, SendShipPacket)> + Send>, anyhow::Error> -> Result<Box<dyn Iterator<Item = (ClientId, SendShipPacket)> + Send>, anyhow::Error>
where where
EG: EntityGateway EG: EntityGateway
{ {
let client = clients.get_mut(&id).ok_or(ShipError::ClientNotFound(id))?; let client = clients.get_mut(&id).ok_or(ShipError::ClientNotFound(id))?;
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 {
Err(ShipError::NotEnoughMeseta(id, meseta.0).into())
}
// TODO: should probably validate this to be a legit number, I'd just hardcode 200 but vjaya
take_meseta(item_state, entity_gateway, &client.character.id, Meseta(charge.meseta)).await?;
let charge = charge.clone();
Ok(Box::new(client_location.get_client_neighbors(id).unwrap().into_iter()
.map(move |client| {
(client.client, SendShipPacket::Message(Message::new(GameMessage::ChargeAttack(charge.clone()))))
})))
} }
pub async fn player_uses_item<EG>(id: ClientId, pub async fn player_uses_item<EG>(id: ClientId,
@ -294,24 +295,24 @@ where
} }
pub async fn player_used_medical_center<EG>(id: ClientId, pub async fn player_used_medical_center<EG>(id: ClientId,
_pumc: &PlayerUsedMedicalCenter, // not needed?
pumc: &PlayerUsedMedicalCenter,
entity_gateway: &mut EG, entity_gateway: &mut EG,
client_location: &ClientLocation,
clients: &mut Clients, clients: &mut Clients,
item_manager: &mut ItemManager)
item_state: &mut ItemState)
-> Result<Box<dyn Iterator<Item = (ClientId, SendShipPacket)> + Send>, anyhow::Error> -> Result<Box<dyn Iterator<Item = (ClientId, SendShipPacket)> + Send>, anyhow::Error>
where where
EG: EntityGateway EG: EntityGateway
{ {
let client = clients.get_mut(&id).ok_or(ShipError::ClientNotFound(id))?; let client = clients.get_mut(&id).ok_or(ShipError::ClientNotFound(id))?;
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
Ok(Box::new(None.into_iter()))
} else {
Err(ShipError::NotEnoughMeseta(id, meseta.0).into())
}
take_meseta(item_state, entity_gateway, &client.character.id, Meseta(10)).await?;
let pumc = pumc.clone();
Ok(Box::new(client_location.get_client_neighbors(id).unwrap().into_iter()
.map(move |client| {
(client.client, SendShipPacket::Message(Message::new(GameMessage::PlayerUsedMedicalCenter(pumc.clone()))))
})))
} }

6
src/ship/ship.rs

@ -500,14 +500,16 @@ impl<EG: EntityGateway> ShipServerState<EG> {
handler::message::update_player_position(id, msg, &mut self.clients, &block.client_location, &block.rooms)? handler::message::update_player_position(id, msg, &mut self.clients, &block.client_location, &block.rooms)?
}, },
GameMessage::ChargeAttack(charge_attack) => { GameMessage::ChargeAttack(charge_attack) => {
handler::message::charge_attack(id, charge_attack, &mut self.clients, &mut self.entity_gateway, &mut self.item_manager).await?
let block = self.blocks.with_client(id, &self.clients)?;
handler::message::charge_attack(id, charge_attack, &mut self.entity_gateway, &block.client_location, &mut self.clients, &mut self.item_state).await?
}, },
GameMessage::PlayerUseItem(player_use_item) => { GameMessage::PlayerUseItem(player_use_item) => {
let block = self.blocks.with_client(id, &self.clients)?; let block = self.blocks.with_client(id, &self.clients)?;
handler::message::player_uses_item(id, player_use_item, &mut self.entity_gateway, &block.client_location, &mut self.clients, &mut self.item_state).await? handler::message::player_uses_item(id, player_use_item, &mut self.entity_gateway, &block.client_location, &mut self.clients, &mut self.item_state).await?
}, },
GameMessage::PlayerUsedMedicalCenter(player_used_medical_center) => { GameMessage::PlayerUsedMedicalCenter(player_used_medical_center) => {
handler::message::player_used_medical_center(id, player_used_medical_center, &mut self.entity_gateway, &mut self.clients, &mut self.item_manager).await?
let block = self.blocks.with_client(id, &self.clients)?;
handler::message::player_used_medical_center(id, player_used_medical_center, &mut self.entity_gateway, &block.client_location, &mut self.clients, &mut self.item_state).await?
}, },
GameMessage::PlayerFeedMag(player_feed_mag) => { GameMessage::PlayerFeedMag(player_feed_mag) => {
let block = self.blocks.with_client(id, &self.clients)?; let block = self.blocks.with_client(id, &self.clients)?;

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