enumerate after filtering and add test
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@ -986,13 +986,17 @@ impl ItemManager {
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item_ids: [u32; 30])
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-> Result<(), ItemManagerError> {
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let inventory = self.character_inventory.get_mut(&character.id).ok_or(ItemManagerError::NoCharacter(character.id))?;
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let sorted_inventory_items: Vec<(usize, Option<&InventoryItem>)> = item_ids.iter()
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.enumerate()
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.filter(|(slot, &client_item_id)| client_item_id < 0xFFFFFFFF)
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.map(|(slot, &client_item_id)| (slot, inventory.get_item_by_id(ClientItemId(client_item_id))))
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.collect();
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let sorted_inventory_items: Vec<(usize, &InventoryItem)> = item_ids.iter()
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.filter(|&client_item_id| *client_item_id < 0xFFFFFFFF)
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.enumerate()
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.map(|(slot, &client_item_id)| (slot, inventory.get_item_by_id(ClientItemId(client_item_id)).unwrap()))
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.collect();
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println!("sorted_inventory_items: {:?}", sorted_inventory_items);
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// wait how is this different than update_inventory_slots() ???
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for (slot, item) in sorted_inventory_items {
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match item.unwrap() {
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match item {
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InventoryItem::Individual(i) => {
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entity_gateway.change_item_location(&i.entity_id, ItemLocation::Inventory {
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character_id: character.id,
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@ -1011,6 +1015,16 @@ impl ItemManager {
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},
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};
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}
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/*
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let sorted_inventory_items: Vec<InventoryItem> = item_ids.iter()
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.filter(|&client_item_id| *client_item_id < 0xFFFFFFFF)
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.map(|&client_item_id| inventory.get_item_by_id(ClientItemId(client_item_id)).cloned().unwrap())
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.collect();
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let sorted_inventory = CharacterInventory::new(sorted_inventory_items);
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update_inventory_slots(entity_gateway, character, &sorted_inventory).await;
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*/
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Ok(())
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}
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}
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@ -360,7 +360,6 @@ where
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pub async fn player_sorts_items<EG>(id: ClientId,
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pkt: &SortItems,
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entity_gateway: &mut EG,
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client_location: &ClientLocation,
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clients: &Clients,
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item_manager: &mut ItemManager)
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-> Result<Box<dyn Iterator<Item = (ClientId, SendShipPacket)> + Send>, ShipError>
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@ -368,9 +367,6 @@ where
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EG: EntityGateway
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{
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let client = clients.get(&id).ok_or(ShipError::ClientNotFound(id))?;
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let room_id = client_location.get_room(id).map_err(|err| -> ClientLocationError { err.into() })?;
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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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item_manager.player_sorts_items(entity_gateway, &client.character, pkt.item_ids).await?;
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let sort_packet = pkt.clone();
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Ok(Box::new(None.into_iter())) // Do clients care about the order of other clients items?
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}
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@ -401,7 +401,7 @@ impl<EG: EntityGateway> ShipServerState<EG> {
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handler::message::player_unequips_item(id, &player_unequip_item, &mut self.entity_gateway, &mut self.clients, &mut self.item_manager).await
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},
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GameMessage::SortItems(sort_items) => {
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handler::message::player_sorts_items(id, sort_items, &mut self.entity_gateway, &mut self.client_location, &mut self.clients, &mut self.item_manager).await
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handler::message::player_sorts_items(id, sort_items, &mut self.entity_gateway, &mut self.clients, &mut self.item_manager).await
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},
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_ => {
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let cmsg = msg.clone();
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@ -80,3 +80,10 @@ pub async fn join_room<EG: EntityGateway>(ship: &mut ShipServerState<EG>, id: Cl
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item: room_id,
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})).await.unwrap().for_each(drop);
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}
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pub async fn change_lobby<EG: EntityGateway>(ship: &mut ShipServerState<EG>, id: ClientId, lobby: u32) {
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ship.handle(id, &RecvShipPacket::LobbySelect(LobbySelect{
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menu: LOBBY_MENU_ID,
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lobby: lobby,
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})).await.unwrap().for_each(drop);
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}
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@ -277,6 +277,13 @@ async fn test_sort_items() {
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join_lobby(&mut ship, ClientId(1)).await;
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create_room(&mut ship, ClientId(1), "room", "").await;
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let old_items = entity_gateway.get_items_by_character(&char1).await;
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assert!(old_items[0].location == item::ItemLocation::Inventory{
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character_id: char1.id,
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slot: 0,
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equipped: true,
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});
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ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::SortItems(SortItems {
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client: 255,
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target: 255,
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@ -286,5 +293,10 @@ async fn test_sort_items() {
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})))).await.unwrap().for_each(drop);
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let items = entity_gateway.get_items_by_character(&char1).await;
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assert!(items[2].item.item_type() == item::ItemType::Armor(item::armor::ArmorType::Frame));
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assert!(items[0].item.item_type() == item::ItemType::Armor(item::armor::ArmorType::Frame));
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assert!(items[0].location == item::ItemLocation::Inventory{
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character_id: char1.id,
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slot: 2,
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equipped: true,
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});
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}
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