add level requirements for rooms and update tests
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2dc34f9f28
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@ -7,20 +7,47 @@ use crate::ship::location::{ClientLocation, RoomId, RoomLobby, ClientLocationErr
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use crate::ship::packet::builder;
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use crate::ship::room;
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use crate::ship::items::ItemManager;
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use std::convert::{TryFrom};
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pub fn create_room(id: ClientId,
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create_room: &CreateRoom,
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client_location: &mut ClientLocation,
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clients: &mut Clients,
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item_manager: &mut ItemManager,
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level_table: &CharacterLevelTable,
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rooms: &mut Rooms)
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-> Result<Box<dyn Iterator<Item = (ClientId, SendShipPacket)> + Send>, ShipError> {
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-> Result<Box<dyn Iterator<Item = (ClientId, SendShipPacket)> + Send>, anyhow::Error> {
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let client = clients.get(&id).ok_or(ShipError::ClientNotFound(id))?;
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let level = level_table.get_level_from_exp(client.character.char_class, client.character.exp);
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match room::Difficulty::try_from(create_room.difficulty)? {
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room::Difficulty::Ultimate => {
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if level < 80 {
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return Ok(Box::new(vec![(id, SendShipPacket::SmallDialog(SmallDialog::new("You must be at least level 80 \nto create Ultimate rooms.".into())))].into_iter()))
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}
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},
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room::Difficulty::VeryHard => {
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if level < 40 {
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return Ok(Box::new(vec![(id, SendShipPacket::SmallDialog(SmallDialog::new("You must be at least level 40 \nto create Very Hard rooms.".into())))].into_iter()))
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}
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},
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room::Difficulty::Hard => {
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if level < 20 {
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return Ok(Box::new(vec![(id, SendShipPacket::SmallDialog(SmallDialog::new("You must be at least level 20 \nto create Hard rooms.".into())))].into_iter()))
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}
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},
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room::Difficulty::Normal => {
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if level < 1 {
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return Ok(Box::new(vec![(id, SendShipPacket::SmallDialog(SmallDialog::new("You must be at least level 1 \nto create Normal rooms.".into())))].into_iter()))
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}
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},
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// i can't believe you've done this
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_ => {unreachable!()},
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};
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let area = client_location.get_area(id).unwrap();
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let area_client = client_location.get_local_client(id).unwrap();
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let lobby_neighbors = client_location.get_client_neighbors(id).unwrap();
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let room_id = client_location.create_new_room(id).unwrap();
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let client = clients.get_mut(&id).unwrap();//.ok_or(ShipError::ClientNotFound(id)).unwrap();
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let mut room = room::RoomState::from_create_room(create_room, client.character.section_id).unwrap();
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room.bursting = true;
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@ -63,11 +90,40 @@ pub fn join_room(id: ClientId,
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level_table: &CharacterLevelTable,
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rooms: &mut Rooms)
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-> Result<Box<dyn Iterator<Item=(ClientId, SendShipPacket)> + Send>, ShipError> {
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let client = clients.get(&id).ok_or(ShipError::ClientNotFound(id))?;
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let level = level_table.get_level_from_exp(client.character.char_class, client.character.exp);
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let room = rooms.get(pkt.item as usize)
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.ok_or_else(|| ShipError::InvalidRoom(pkt.item))?.as_ref()
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.ok_or_else(|| ShipError::InvalidRoom(pkt.item))?;
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match room.mode.difficulty() {
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room::Difficulty::Ultimate => {
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if level < 80 {
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return Ok(Box::new(vec![(id, SendShipPacket::SmallDialog(SmallDialog::new("You must be at least level 80 \nto join Ultimate rooms.".into())))].into_iter()))
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}
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},
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room::Difficulty::VeryHard => {
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if level < 40 {
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return Ok(Box::new(vec![(id, SendShipPacket::SmallDialog(SmallDialog::new("You must be at least level 40 \nto join Very Hard rooms.".into())))].into_iter()))
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}
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},
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room::Difficulty::Hard => {
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if level < 20 {
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return Ok(Box::new(vec![(id, SendShipPacket::SmallDialog(SmallDialog::new("You must be at least level 20 \nto join Hard rooms.".into())))].into_iter()))
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}
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},
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room::Difficulty::Normal => {
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if level < 1 {
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return Ok(Box::new(vec![(id, SendShipPacket::SmallDialog(SmallDialog::new("You must be at least level 1 \nto join Normal rooms.".into())))].into_iter()))
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}
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},
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};
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let original_area = client_location.get_area(id).unwrap();
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let original_neighbors = client_location.get_client_neighbors(id).unwrap();
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let room = rooms.get(pkt.item as usize)
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.ok_or(ShipError::InvalidRoom(pkt.item))?.as_ref()
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.ok_or(ShipError::InvalidRoom(pkt.item))?;
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// let room = rooms.get(pkt.item as usize)
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// .ok_or_else(|| ShipError::InvalidRoom(pkt.item))?.as_ref()
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// .ok_or_else(|| ShipError::InvalidRoom(pkt.item))?;
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if room.bursting {
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return Ok(Box::new(vec![(id, SendShipPacket::SmallDialog(SmallDialog::new("player is bursting\nplease wait".into())))].into_iter()))
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}
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@ -7,14 +7,15 @@ use crate::ship::drops::DropTable;
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use crate::entity::character::SectionID;
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use crate::ship::monster::{load_monster_stats_table, MonsterType, MonsterStats};
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use crate::ship::map::area::MapAreaLookup;
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use thiserror::Error;
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#[derive(Debug)]
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#[derive(Debug, Error)]
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#[error("")]
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pub enum RoomCreationError {
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InvalidMode,
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InvalidEpisode(u8),
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InvalidDifficulty(u8),
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CouldNotLoadMonsterStats(RoomMode),
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}
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#[derive(Debug, Copy, Clone, derive_more::Display)]
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@ -635,7 +635,7 @@ impl<EG: EntityGateway> ServerState for ShipServerState<EG> {
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},
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RecvShipPacket::CreateRoom(create_room) => {
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let block = self.blocks.with_client(id, &self.clients)?;
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handler::room::create_room(id, create_room, &mut block.client_location, &mut self.clients, &mut self.item_manager, &mut block.rooms)?
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handler::room::create_room(id, create_room, &mut block.client_location, &mut self.clients, &mut self.item_manager, &self.level_table, &mut block.rooms)?
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},
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RecvShipPacket::RoomNameRequest(_req) => {
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let block = self.blocks.with_client(id, &self.clients)?;
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@ -323,7 +323,7 @@ async fn test_other_clients_see_purchase() {
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log_in_char(&mut ship, ClientId(2), "a2", "a").await;
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join_lobby(&mut ship, ClientId(1)).await;
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join_lobby(&mut ship, ClientId(2)).await;
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create_room_with_difficulty(&mut ship, ClientId(1), "room", "", Difficulty::Ultimate).await;
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create_room_with_difficulty(&mut ship, ClientId(1), "room", "", Difficulty::Normal).await;
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join_room(&mut ship, ClientId(2), 0).await;
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ship.handle(ClientId(1), &RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::ShopRequest(ShopRequest {
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@ -377,7 +377,7 @@ async fn test_other_clients_see_stacked_purchase() {
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log_in_char(&mut ship, ClientId(2), "a2", "a").await;
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join_lobby(&mut ship, ClientId(1)).await;
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join_lobby(&mut ship, ClientId(2)).await;
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create_room_with_difficulty(&mut ship, ClientId(1), "room", "", Difficulty::Ultimate).await;
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create_room_with_difficulty(&mut ship, ClientId(1), "room", "", Difficulty::Normal).await;
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join_room(&mut ship, ClientId(2), 0).await;
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ship.handle(ClientId(1), &RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::ShopRequest(ShopRequest {
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@ -414,7 +414,7 @@ async fn test_buying_item_without_enough_mseseta() {
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.build());
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log_in_char(&mut ship, ClientId(1), "a1", "a").await;
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join_lobby(&mut ship, ClientId(1)).await;
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create_room_with_difficulty(&mut ship, ClientId(1), "room", "", Difficulty::Ultimate).await;
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create_room_with_difficulty(&mut ship, ClientId(1), "room", "", Difficulty::Normal).await;
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ship.handle(ClientId(1), &RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::ShopRequest(ShopRequest {
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client: 255,
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