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don't actually need this stuff

kill_counters
andy 3 years ago
parent
commit
e82fe779fc
  1. 23
      src/entity/item/mod.rs
  2. 4
      src/ship/items/manager.rs

23
src/entity/item/mod.rs

@ -210,29 +210,6 @@ pub struct ItemEntity {
pub item: ItemDetail,
}
impl ItemEntity {
pub fn increase_kill_counter(&mut self) {
match &self.item {
ItemDetail::Weapon(w) => {
if let Some(kills) = w.kills {
self.item = ItemDetail::Weapon(weapon::Weapon {
kills: Some(kills + 1),
..*w
})
}
},
// ItemDetail::Unit(u) => {
// if let Some(kills) = u.kills {
// kills += 1;
// u.kills = Some(kills);
// }
// }
_ => {},
}
}
}
#[derive(Clone, Debug, Serialize, Deserialize)]
pub enum InventoryItemEntity {
Individual(ItemEntity),

4
src/ship/items/manager.rs

@ -1383,7 +1383,6 @@ impl<EG: EntityGateway> ItemAction<EG> for TradeMeseta {
equipped_items: &EquippedEntity)
-> Result<(), anyhow::Error> {
let inventory = self.character_inventory.get_mut(&character.id).ok_or(ItemManagerError::NoCharacter(character.id))?;
// weapon
if let Some(weapon_entity) = equipped_items.weapon {
let weapon_id = inventory.get_item_by_entity_id(weapon_entity).ok_or(ItemManagerError::EntityIdNotInInventory(weapon_entity))?.item_id();
let mut weapon_handle = inventory.get_item_handle_by_id(weapon_id).ok_or(ItemManagerError::NoSuchItemId(weapon_id))?;
@ -1396,9 +1395,7 @@ impl<EG: EntityGateway> ItemAction<EG> for TradeMeseta {
.ok_or(ItemManagerError::WrongItemType(weapon_id))?;
weapon.increment_kill_counter();
entity_gateway.increment_kill_counter(&weapon_entity).await?;
}
// limiter
for units in equipped_items.unit {
if let Some(unit_entity) = units {
let unit_id = inventory.get_item_by_entity_id(unit_entity).ok_or(ItemManagerError::EntityIdNotInInventory(unit_entity))?.item_id();
@ -1412,7 +1409,6 @@ impl<EG: EntityGateway> ItemAction<EG> for TradeMeseta {
.ok_or(ItemManagerError::WrongItemType(unit_id))?;
unit.increment_kill_counter();
entity_gateway.increment_kill_counter(&unit_entity).await?;
}
}
entity_gateway.set_character_inventory(&character.id, &inventory.as_inventory_entity(&character.id)).await?;

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