use libpso::character::character; use crate::common::leveltable::CharacterStats; use crate::entity::character::CharacterEntity; use crate::ship::items::{CharacterInventory, CharacterBank}; pub struct CharacterBytesBuilder<'a> { character: Option<&'a CharacterEntity>, stats: Option<&'a CharacterStats>, level: Option, } impl<'a> Default for CharacterBytesBuilder<'a> { fn default() -> CharacterBytesBuilder<'a> { CharacterBytesBuilder { character: None, stats: None, level: None, } } } impl<'a> CharacterBytesBuilder<'a> { pub fn character(self, character: &'a CharacterEntity) -> CharacterBytesBuilder<'a> { CharacterBytesBuilder { character: Some(character), ..self } } pub fn stats(self, stats: &'a CharacterStats) -> CharacterBytesBuilder<'a> { CharacterBytesBuilder { stats: Some(stats), ..self } } pub fn level(self, level: u32) -> CharacterBytesBuilder<'a> { CharacterBytesBuilder { level: Some(level), ..self } } pub fn build(self) -> character::Character { let character = self.character.unwrap(); let stats = self.stats.unwrap(); let level = self.level.unwrap(); character::Character { name: libpso::utf8_to_utf16_array!(character.name, 16), hp: stats.hp, atp: stats.atp + character.materials.power as u16 * 2, mst: stats.mst + character.materials.mind as u16 * 2, evp: stats.evp + character.materials.evade as u16 * 2, dfp: stats.dfp + character.materials.def as u16 * 2, ata: stats.ata, lck: stats.lck + character.materials.luck as u16 * 2, level, section_id: character.section_id.into(), ch_class: character.char_class.into(), costume: character.appearance.costume, skin: character.appearance.skin, face: character.appearance.face, head: character.appearance.head, hair: character.appearance.hair, hair_r: character.appearance.hair_r, hair_g: character.appearance.hair_g, hair_b: character.appearance.hair_b, prop_x: character.appearance.prop_x, prop_y: character.appearance.prop_y, config: character.config.as_bytes(), techniques: character.techs.as_bytes(), meseta: character.meseta, exp: character.exp, ..character::Character::default() } } } pub struct FullCharacterBytesBuilder<'a> { character: Option<&'a CharacterEntity>, stats: Option<&'a CharacterStats>, level: Option, inventory: Option<&'a CharacterInventory>, bank: Option<&'a CharacterBank>, key_config: Option<&'a [u8; 0x16C]>, joystick_config: Option<&'a [u8; 0x38]>, symbol_chat: Option<&'a [u8; 1248]>, tech_menu: Option<&'a [u8; 40]>, option_flags: Option, } impl<'a> Default for FullCharacterBytesBuilder<'a> { fn default() -> FullCharacterBytesBuilder<'a> { FullCharacterBytesBuilder { character: None, stats: None, level: None, inventory: None, bank: None, key_config: None, joystick_config: None, symbol_chat: None, tech_menu: None, option_flags: None, } } } impl<'a> FullCharacterBytesBuilder<'a> { pub fn character(self, character: &'a CharacterEntity) -> FullCharacterBytesBuilder<'a> { FullCharacterBytesBuilder { character: Some(character), ..self } } pub fn stats(self, stats: &'a CharacterStats) -> FullCharacterBytesBuilder<'a> { FullCharacterBytesBuilder { stats: Some(stats), ..self } } pub fn level(self, level: u32) -> FullCharacterBytesBuilder<'a> { FullCharacterBytesBuilder { level: Some(level), ..self } } pub fn inventory(self, inventory: &'a CharacterInventory) -> FullCharacterBytesBuilder<'a> { FullCharacterBytesBuilder { inventory: Some(inventory), ..self } } pub fn bank(self, bank: &'a CharacterBank) -> FullCharacterBytesBuilder<'a> { FullCharacterBytesBuilder { bank: Some(bank), ..self } } pub fn key_config(self, key_config: &'a [u8; 0x16C]) -> FullCharacterBytesBuilder<'a> { FullCharacterBytesBuilder { key_config: Some(key_config), ..self } } pub fn joystick_config(self, joystick_config: &'a [u8; 0x38]) -> FullCharacterBytesBuilder<'a> { FullCharacterBytesBuilder { joystick_config: Some(joystick_config), ..self } } pub fn symbol_chat(self, symbol_chat: &'a [u8; 1248]) -> FullCharacterBytesBuilder<'a> { FullCharacterBytesBuilder { symbol_chat: Some(symbol_chat), ..self } } pub fn tech_menu(self, tech_menu: &'a [u8; 40]) -> FullCharacterBytesBuilder<'a> { FullCharacterBytesBuilder { tech_menu: Some(tech_menu), ..self } } pub fn option_flags(self, option_flags: u32) -> FullCharacterBytesBuilder<'a> { FullCharacterBytesBuilder { option_flags: Some(option_flags), ..self } } pub fn build(self) -> character::FullCharacter { let character = self.character.unwrap(); let stats = self.stats.unwrap(); let level = self.level.unwrap(); let inventory = self.inventory.unwrap(); let bank = self.bank.unwrap(); let key_config = self.key_config.unwrap(); let joystick_config = self.joystick_config.unwrap(); let symbol_chat = self.symbol_chat.unwrap(); let tech_menu = self.tech_menu.unwrap(); let option_flags = self.option_flags.unwrap(); let mut inventory_items = inventory.as_client_inventory_items(); inventory_items[7].material_count = character.materials.power as u8; inventory_items[8].material_count = character.materials.mind as u8; inventory_items[9].material_count = character.materials.evade as u8; inventory_items[10].material_count = character.materials.def as u8; inventory_items[11].material_count = character.materials.luck as u8; character::FullCharacter { character: CharacterBytesBuilder::default() .character(character) .stats(stats) .level(level - 1) .build(), inventory: character::Inventory { item_count: inventory.count() as u8, items: inventory_items, hp_mats_used: character.materials.hp as u8 * 2, tp_mats_used: character.materials.tp as u8 * 2, ..character::Inventory::default() }, key_team_config: character::KeyTeamConfig { key_config: *key_config, joystick_config: *joystick_config, ..character::KeyTeamConfig::default() }, info_board: character.info_board.as_bytes(), symbol_chats: *symbol_chat, tech_menu: *tech_menu, bank: bank.as_client_bank_items(), option_flags, ..character::FullCharacter::default() } } }