equipping!
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7807cf2b27
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cf09433df2
@ -484,3 +484,77 @@ where
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Ok((transaction, result))
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Ok((transaction, result))
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}).await
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}).await
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}
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}
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fn equip_inventory_item(character_id: CharacterEntityId, item_id: ClientItemId, equip_slot: u8)
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-> impl for<'a> Fn((ItemStateProxy<'a>, Box<dyn EntityGatewayTransaction + 'a>), ())
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-> Pin<Box<dyn Future<Output=Result<((ItemStateProxy<'a>, Box<dyn EntityGatewayTransaction + 'a>), ()), ItemStateError>> + Send + 'a>>
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{
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move |(mut item_state, mut transaction), _| {
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Box::pin(async move {
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let mut inventory = item_state.inventory(&character_id)?;
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inventory.equip(&item_id, equip_slot);
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transaction.gateway().set_character_equips(&character_id, &inventory.as_equipped_entity()).await?;
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Ok(((item_state, transaction), ()))
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})
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}
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}
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pub async fn equip_item<'a, EG> (
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item_state: &'a mut ItemState,
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entity_gateway: &mut EG,
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character: &CharacterEntity,
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item_id: &ClientItemId,
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equip_slot: u8,
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) -> Result<(), ItemStateError>
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where
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EG: EntityGateway,
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{
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entity_gateway.with_transaction(|transaction| async move {
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let item_state_proxy = ItemStateProxy::new(item_state);
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let ((item_state_proxy, transaction), result) = ItemStateAction::default()
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.act(equip_inventory_item(character.id, *item_id, equip_slot))
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.commit((item_state_proxy, transaction))
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.await?;
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item_state_proxy.commit();
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Ok((transaction, result))
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}).await
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}
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fn unequip_inventory_item(character_id: CharacterEntityId, item_id: ClientItemId)
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-> impl for<'a> Fn((ItemStateProxy<'a>, Box<dyn EntityGatewayTransaction + 'a>), ())
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-> Pin<Box<dyn Future<Output=Result<((ItemStateProxy<'a>, Box<dyn EntityGatewayTransaction + 'a>), ()), ItemStateError>> + Send + 'a>>
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{
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move |(mut item_state, mut transaction), _| {
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Box::pin(async move {
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let mut inventory = item_state.inventory(&character_id)?;
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inventory.unequip(&item_id);
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transaction.gateway().set_character_equips(&character_id, &inventory.as_equipped_entity()).await?;
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Ok(((item_state, transaction), ()))
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})
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}
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}
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pub async fn unequip_item<'a, EG> (
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item_state: &'a mut ItemState,
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entity_gateway: &mut EG,
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character: &CharacterEntity,
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item_id: &ClientItemId,
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) -> Result<(), ItemStateError>
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where
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EG: EntityGateway,
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{
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entity_gateway.with_transaction(|transaction| async move {
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let item_state_proxy = ItemStateProxy::new(item_state);
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let ((item_state_proxy, transaction), result) = ItemStateAction::default()
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.act(unequip_inventory_item(character.id, *item_id))
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.commit((item_state_proxy, transaction))
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.await?;
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item_state_proxy.commit();
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Ok((transaction, result))
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}).await
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}
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@ -630,6 +630,77 @@ impl InventoryState {
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}
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}
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}
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}
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pub fn add_meseta(&mut self, amount: u32) -> Result<(), ItemStateError> {
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if self.meseta.0 == 999999 {
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return Err(ItemStateError::FullOfMeseta)
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}
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self.meseta.0 = std::cmp::min(self.meseta.0 + amount, 999999);
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Ok(())
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}
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pub fn add_meseta_no_overflow(&mut self, amount: u32) -> Result<(), ItemStateError> {
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if self.meseta.0 + amount > 999999 {
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return Err(ItemStateError::FullOfMeseta)
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}
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self.meseta.0 += amount;
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Ok(())
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}
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pub fn remove_meseta(&mut self, amount: u32) -> Result<(), ItemStateError> {
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if amount > self.meseta.0 {
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return Err(ItemStateError::InvalidMesetaRemoval(amount))
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}
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self.meseta.0 -= amount;
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Ok(())
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}
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pub fn equip(&mut self, item_id: &ClientItemId, equip_slot: u8) {
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for item in &self.inventory.0 {
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if let InventoryItemDetail::Individual(inventory_item) = &item.item {
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if item.item_id == *item_id {
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match inventory_item.item {
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ItemDetail::Weapon(_) => self.equipped.weapon = Some(inventory_item.entity_id),
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ItemDetail::Armor(_) => self.equipped.armor = Some(inventory_item.entity_id),
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ItemDetail::Shield(_) => self.equipped.shield = Some(inventory_item.entity_id),
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ItemDetail::Unit(_) => {
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if let Some(unit) = self.equipped.unit.get_mut(equip_slot as usize) {
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*unit = Some(inventory_item.entity_id)
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}
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}
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ItemDetail::Mag(_) => self.equipped.mag = Some(inventory_item.entity_id),
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_ => {}
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}
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}
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}
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}
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}
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pub fn unequip(&mut self, item_id: &ClientItemId) {
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for item in &self.inventory.0 {
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if let InventoryItemDetail::Individual(inventory_item) = &item.item {
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if item.item_id == *item_id {
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match inventory_item.item {
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ItemDetail::Weapon(_) => self.equipped.weapon = None,
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ItemDetail::Armor(_) => {
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self.equipped.armor = None;
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self.equipped.unit = [None; 4];
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}
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ItemDetail::Shield(_) => self.equipped.shield = None,
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ItemDetail::Unit(_) => {
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for unit in self.equipped.unit.iter_mut() {
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if *unit == Some(inventory_item.entity_id) {
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*unit = None
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}
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}
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}
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ItemDetail::Mag(_) => self.equipped.mag = Some(inventory_item.entity_id),
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_ => {}
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}
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}
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}
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}
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}
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pub fn as_inventory_entity(&self, _character_id: &CharacterEntityId) -> InventoryEntity {
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pub fn as_inventory_entity(&self, _character_id: &CharacterEntityId) -> InventoryEntity {
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InventoryEntity {
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InventoryEntity {
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items: self.inventory.0.iter()
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items: self.inventory.0.iter()
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@ -657,29 +728,10 @@ impl InventoryState {
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}
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}
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}
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}
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pub fn add_meseta(&mut self, amount: u32) -> Result<(), ItemStateError> {
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pub fn as_equipped_entity(&self) -> EquippedEntity {
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if self.meseta.0 == 999999 {
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self.equipped.clone()
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return Err(ItemStateError::FullOfMeseta)
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}
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self.meseta.0 = std::cmp::min(self.meseta.0 + amount, 999999);
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Ok(())
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}
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}
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pub fn add_meseta_no_overflow(&mut self, amount: u32) -> Result<(), ItemStateError> {
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if self.meseta.0 + amount > 999999 {
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return Err(ItemStateError::FullOfMeseta)
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}
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self.meseta.0 += amount;
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Ok(())
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}
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pub fn remove_meseta(&mut self, amount: u32) -> Result<(), ItemStateError> {
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if amount > self.meseta.0 {
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return Err(ItemStateError::InvalidMesetaRemoval(amount))
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}
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self.meseta.0 -= amount;
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Ok(())
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}
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pub fn as_client_inventory_items(&self) -> [character::InventoryItem; 30] {
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pub fn as_client_inventory_items(&self) -> [character::InventoryItem; 30] {
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self.inventory.0.iter()
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self.inventory.0.iter()
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@ -8,7 +8,7 @@ use crate::ship::location::{ClientLocation, ClientLocationError};
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use crate::ship::items::{ItemManager, ClientItemId};
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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::packet::builder;
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use crate::ship::items::state::ItemState;
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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};
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use crate::ship::items::actions::{drop_item, drop_partial_item, drop_meseta, equip_item, unequip_item};
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pub async fn request_exp<EG: EntityGateway>(id: ClientId,
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pub async fn request_exp<EG: EntityGateway>(id: ClientId,
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request_exp: &RequestExp,
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request_exp: &RequestExp,
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@ -341,7 +341,7 @@ pub async fn player_equips_item<EG>(id: ClientId,
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pkt: &PlayerEquipItem,
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pkt: &PlayerEquipItem,
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entity_gateway: &mut EG,
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entity_gateway: &mut EG,
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clients: &Clients,
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clients: &Clients,
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item_manager: &mut ItemManager)
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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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-> Result<Box<dyn Iterator<Item = (ClientId, SendShipPacket)> + Send>, anyhow::Error>
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where
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where
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EG: EntityGateway
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EG: EntityGateway
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@ -353,7 +353,7 @@ where
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else {
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else {
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0
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0
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};
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};
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item_manager.player_equips_item(entity_gateway, &client.character, ClientItemId(pkt.item_id), equip_slot).await?;
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equip_item(item_state, entity_gateway, &client.character, &ClientItemId(pkt.item_id), equip_slot).await?;
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Ok(Box::new(None.into_iter())) // TODO: tell other players you equipped an item
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Ok(Box::new(None.into_iter())) // TODO: tell other players you equipped an item
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}
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}
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@ -361,13 +361,13 @@ pub async fn player_unequips_item<EG>(id: ClientId,
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pkt: &PlayerUnequipItem,
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pkt: &PlayerUnequipItem,
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entity_gateway: &mut EG,
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entity_gateway: &mut EG,
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clients: &Clients,
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clients: &Clients,
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item_manager: &mut ItemManager)
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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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-> Result<Box<dyn Iterator<Item = (ClientId, SendShipPacket)> + Send>, anyhow::Error>
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where
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where
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EG: EntityGateway
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EG: EntityGateway
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{
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{
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let client = clients.get(&id).ok_or(ShipError::ClientNotFound(id))?;
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let client = clients.get(&id).ok_or(ShipError::ClientNotFound(id))?;
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item_manager.player_unequips_item(entity_gateway, &client.character, ClientItemId(pkt.item_id)).await?;
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unequip_item(item_state, entity_gateway, &client.character, &ClientItemId(pkt.item_id)).await?;
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Ok(Box::new(None.into_iter())) // TODO: tell other players if you unequip an item
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Ok(Box::new(None.into_iter())) // TODO: tell other players if you unequip an item
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}
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}
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@ -514,10 +514,10 @@ impl<EG: EntityGateway> ShipServerState<EG> {
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handler::message::player_feed_mag(id, player_feed_mag, &mut self.entity_gateway, &block.client_location, &self.clients, &mut self.item_manager).await?
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handler::message::player_feed_mag(id, player_feed_mag, &mut self.entity_gateway, &block.client_location, &self.clients, &mut self.item_manager).await?
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},
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},
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GameMessage::PlayerEquipItem(player_equip_item) => {
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GameMessage::PlayerEquipItem(player_equip_item) => {
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handler::message::player_equips_item(id, player_equip_item, &mut self.entity_gateway, &self.clients, &mut self.item_manager).await?
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handler::message::player_equips_item(id, player_equip_item, &mut self.entity_gateway, &self.clients, &mut self.item_state).await?
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},
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},
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GameMessage::PlayerUnequipItem(player_unequip_item) => {
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GameMessage::PlayerUnequipItem(player_unequip_item) => {
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handler::message::player_unequips_item(id, player_unequip_item, &mut self.entity_gateway, &self.clients, &mut self.item_manager).await?
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handler::message::player_unequips_item(id, player_unequip_item, &mut self.entity_gateway, &self.clients, &mut self.item_state).await?
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},
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},
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GameMessage::SortItems(sort_items) => {
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GameMessage::SortItems(sort_items) => {
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handler::message::player_sorts_items(id, sort_items, &mut self.entity_gateway, &self.clients, &mut self.item_manager).await?
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handler::message::player_sorts_items(id, sort_items, &mut self.entity_gateway, &self.clients, &mut self.item_manager).await?
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