fix kill count applying logic for later when we need to unseal things
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68de2504e0
commit
f2e7795b54
@ -116,7 +116,7 @@ fn main() {
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Some(item::weapon::WeaponAttribute{attr: item::weapon::Attribute::Dark, value: 30}),
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None,],
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tekked: true,
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kills: Some(22998),
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kills: Some(22999),
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}
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),
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}).await.unwrap();
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@ -52,6 +52,9 @@ impl InMemoryGateway {
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item.item = match item.item {
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ItemDetail::Weapon(mut weapon) => {
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if let Some(weapon_modifiers) = self.weapon_modifiers.lock().unwrap().get(&item.id) {
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if weapon.weapon.has_counter() {
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weapon.kills = Some(0);
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}
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for weapon_modifier in weapon_modifiers.iter() {
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weapon.apply_modifier(weapon_modifier);
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}
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@ -88,6 +91,9 @@ impl InMemoryGateway {
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},
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ItemDetail::Unit(mut unit) => {
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if let Some(unit_modifiers) = self.unit_modifiers.lock().unwrap().get(&item.id) {
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if unit.unit.has_counter() {
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unit.kills = Some(0);
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}
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for unit_modifier in unit_modifiers.iter() {
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unit.apply_modifier(unit_modifier);
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}
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@ -1199,12 +1199,34 @@ impl ItemManager {
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pub async fn increase_kill_counters<EG: EntityGateway>(&mut self, entity_gateway: &mut EG, character: &CharacterEntity, equipped_items: &EquippedEntity, monstertype: MonsterType) -> Result<(), anyhow::Error> {
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let inventory = self.character_inventory.get_mut(&character.id).ok_or(ItemManagerError::NoCharacter(character.id))?;
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if let Some(weapon_entity) = equipped_items.weapon {
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let weapon_id = inventory.get_item_by_entity_id(weapon_entity).ok_or(ItemManagerError::EntityIdNotInInventory(weapon_entity))?.item_id();
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let mut weapon_handle = inventory.get_item_handle_by_id(weapon_id).ok_or(ItemManagerError::NoSuchItemId(weapon_id))?;
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let individual_item_w = weapon_handle.item_mut()
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.ok_or(ItemManagerError::NoSuchItemId(weapon_id))?
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.individual_mut()
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.ok_or(ItemManagerError::WrongItemType(weapon_id))?;
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let weapon = individual_item_w
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.weapon_mut()
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.ok_or(ItemManagerError::WrongItemType(weapon_id))?;
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let wmodifier = WeaponModifier::AddKill { enemy: monstertype };
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weapon.apply_modifier(&wmodifier);
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entity_gateway.add_weapon_modifier(&weapon_entity, wmodifier).await?;
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}
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for units in equipped_items.unit.iter().flatten() {
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let umodifier = UnitModifier::AddKill { enemy: monstertype };
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entity_gateway.add_unit_modifier(units, umodifier).await?;
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let unit_id = inventory.get_item_by_entity_id(*units).ok_or(ItemManagerError::EntityIdNotInInventory(*units))?.item_id();
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let mut unit_handle = inventory.get_item_handle_by_id(unit_id).ok_or(ItemManagerError::NoSuchItemId(unit_id))?;
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let individual_item_u = unit_handle.item_mut()
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.ok_or(ItemManagerError::NoSuchItemId(unit_id))?
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.individual_mut()
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.ok_or(ItemManagerError::WrongItemType(unit_id))?;
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let unit = individual_item_u
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.unit_mut()
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.ok_or(ItemManagerError::WrongItemType(unit_id))?;
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let umodifier = UnitModifier::AddKill { enemy: monstertype };
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unit.apply_modifier(&umodifier);
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entity_gateway.add_unit_modifier(units, umodifier).await?;
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}
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entity_gateway.set_character_inventory(&character.id, &inventory.as_inventory_entity(&character.id)).await?;
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Ok(())
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