use libpso::packet::ship::*; use crate::common::serverstate::ClientId; use crate::common::leveltable::CharacterLevelTable; use crate::ship::ship::{SendShipPacket, ShipError, Clients, Rooms}; use crate::ship::character::{FullCharacterBytesBuilder}; use crate::ship::location::{ClientLocation, LobbyId, RoomLobby, ClientLocationError}; //use crate::ship::items::; use crate::ship::packet; use crate::ship::items::ItemManager; use crate::entity::gateway::EntityGateway; // this function needs a better home pub fn block_selected(id: ClientId, pkt: &MenuSelect, clients: &mut Clients, item_manager: &ItemManager, level_table: &CharacterLevelTable) -> Result, ShipError> { let client = clients.get_mut(&id).ok_or(ShipError::ClientNotFound(id))?; client.block = pkt.item as u32; let (level, stats) = level_table.get_stats_from_exp(client.character.char_class, client.character.exp); let inventory = item_manager.get_character_inventory(&client.character).unwrap(); let bank = item_manager.get_character_bank(&client.character).unwrap(); let fc = FullCharacterBytesBuilder::new() .character(&client.character) .stats(&stats) .level(level) .inventory(&inventory) .bank(&bank) .key_config(&client.settings.settings.key_config) .joystick_config(&client.settings.settings.joystick_config) .symbol_chat(&client.settings.settings.symbol_chats) .tech_menu(&client.character.tech_menu.as_bytes()) .option_flags(client.character.option_flags) .build(); Ok(vec![ SendShipPacket::FullCharacter(FullCharacter { character: fc, }), SendShipPacket::CharDataRequest(CharDataRequest {}), SendShipPacket::LobbyList(LobbyList::new()), ]) } pub fn send_player_to_lobby(id: ClientId, _pkt: &CharData, client_location: &mut ClientLocation, clients: &Clients, item_manager: &ItemManager, level_table: &CharacterLevelTable) -> Result, ShipError> { let lobby = client_location.add_client_to_next_available_lobby(id, LobbyId(0)).map_err(|_| ShipError::TooManyClients)?; let join_lobby = packet::builder::lobby::join_lobby(id, lobby, client_location, clients, item_manager, level_table)?; let addto = packet::builder::lobby::add_to_lobby(id, lobby, client_location, clients, item_manager, level_table)?; let neighbors = client_location.get_client_neighbors(id).unwrap(); Ok(vec![(id, SendShipPacket::JoinLobby(join_lobby))] .into_iter() .chain(neighbors.into_iter() .map(|c| (c.client, SendShipPacket::AddToLobby(addto.clone())))).collect()) } pub async fn change_lobby(id: ClientId, requested_lobby: u32, client_location: &mut ClientLocation, clients: &Clients, item_manager: &mut ItemManager, level_table: &CharacterLevelTable, ship_rooms: &mut Rooms, entity_gateway: &mut EG) -> Result, ShipError> { let client = clients.get(&id).ok_or(ShipError::ClientNotFound(id))?; let prev_area = client_location.get_area(id).map_err(|err| -> ClientLocationError {err.into()})?; match prev_area { RoomLobby::Lobby(old_lobby) => { if old_lobby.0 == requested_lobby as usize { return Ok(vec![(id, SendShipPacket::SmallDialog(SmallDialog::new("You are already in this Lobby!".into())))]) } }, RoomLobby::Room(old_room) => { if client_location.get_client_neighbors(id).map_err(|err| -> ClientLocationError {err.into()})?.len() == 0 { ship_rooms[old_room.0] = None; } item_manager.remove_character_from_room(&client.character); }, } let leave_lobby = packet::builder::lobby::remove_from_lobby(id, client_location)?; let old_neighbors = client_location.get_client_neighbors(id).unwrap(); let mut lobby = LobbyId(requested_lobby as usize); if let Err(_) = client_location.add_client_to_lobby(id, lobby) { match prev_area { RoomLobby::Lobby(_lobby) => { let dialog = SmallDialog::new(String::from("Lobby is full.")); return Ok(vec![(id, SendShipPacket::SmallDialog(dialog))]) } RoomLobby::Room(_room) => { lobby = client_location.add_client_to_next_available_lobby(id, lobby).map_err(|_| ShipError::TooManyClients)?; } } } item_manager.load_character(entity_gateway, &client.character).await; let join_lobby = packet::builder::lobby::join_lobby(id, lobby, client_location, clients, item_manager, level_table)?; let addto = packet::builder::lobby::add_to_lobby(id, lobby, client_location, clients, item_manager, level_table)?; let neighbors = client_location.get_client_neighbors(id).unwrap(); Ok(vec![(id, SendShipPacket::JoinLobby(join_lobby))] .into_iter() .chain(neighbors.into_iter() .map(|c| (c.client, SendShipPacket::AddToLobby(addto.clone())))) .chain(old_neighbors.into_iter() .map(|c| (c.client, SendShipPacket::LeaveLobby(leave_lobby.clone())))) .collect()) }