use crate::ship::items::ClientItemId; use crate::entity::item::ItemNote; use std::future::Future; use std::pin::Pin; use crate::entity::character::{CharacterEntity, CharacterEntityId}; use crate::entity::gateway::EntityGateway; use crate::ship::items::state::{ItemState, ItemStateProxy, ItemStateAction, ItemAction, ItemStateError, FloorItem, AddItemResult}; pub enum TriggerCreateItem {ItemAction, Yes, No } fn take_item_from_floor(character_id: CharacterEntityId, item_id: ClientItemId) -> impl for<'a> Fn((ItemStateProxy<'a>, Box), ()) -> Pin), FloorItem), ItemStateError>> + Send + 'a>> { move |(mut item_state, transaction), _| { Box::pin(async move { let mut floor = item_state.floor(&character_id)?; let item = floor.take_item(&item_id).ok_or(ItemStateError::NoFloorItem(item_id))?; item_state.set_floor(floor); Ok(((item_state, transaction), item)) }) } } fn add_floor_item_to_inventory(character: &CharacterEntity) -> impl for<'a> Fn((ItemStateProxy<'a>, Box), FloorItem) -> Pin), TriggerCreateItem), ItemStateError>> + Send + 'a>> { let character = character.clone(); move |(mut item_state, transaction), floor_item| { let character = character.clone(); Box::pin(async move { let mut inventory = item_state.inventory(&character.id)?; let character_id = character.id; let transaction = floor_item.with_entity_id(Ok(transaction), |mut transaction: Result<_, ItemStateError>, entity_id| { async move { if let Ok(transaction) = &mut transaction { transaction.gateway().add_item_note(&entity_id, ItemNote::Pickup { character_id }).await?; } transaction }}).await?; let mut transaction = floor_item.with_mag(Ok(transaction), |mut transaction: Result<_, ItemStateError>, entity_id, _mag| { let character = character.clone(); async move { if let Ok(transaction) = &mut transaction { transaction.gateway().change_mag_owner(&entity_id, &character).await?; } transaction }}).await?; let add_result = inventory.add_floor_item(floor_item)?; transaction.gateway().set_character_inventory(&character.id, &inventory.inventory.as_inventory_entity(&character.id)).await?; item_state.set_inventory(inventory); Ok(((item_state, transaction), match add_result { AddItemResult::NewItem => TriggerCreateItem::Yes, AddItemResult::AddToStack => TriggerCreateItem::No, AddItemResult::Meseta => TriggerCreateItem::No, })) }) } } pub async fn pick_up_item( item_state: &mut ItemState, entity_gateway: &mut EG, character: &CharacterEntity, item_id: &ClientItemId) -> Result where EG: EntityGateway, { entity_gateway.with_transaction(|transaction| async move { let item_state_proxy = ItemStateProxy::new(item_state); let ((item_state_proxy, transaction), result) = ItemStateAction::default() .act(take_item_from_floor(character.id, *item_id)) .act(add_floor_item_to_inventory(character)) .commit((item_state_proxy, transaction)) .await?; item_state_proxy.commit(); Ok((transaction, result)) }).await } pub async fn drop_item( item_state: &mut ItemState, entity_gateway: &mut EG, character: &CharacterEntity, item_id: &ClientItemId) -> Result<(), ItemStateError> where EG: EntityGateway, { /* let result: Result = entity_gateway.with_transaction(|transaction| async move { let item_state_proxy = ItemStateProxy::new(item_state); let ((item_state_proxy, transaction), result) = ItemStateAction::default() .act(take_item_from_inventory(character.id, *item_id)) .act(add_inventory_item_to_shared_floor(&character)) .commit((item_state_proxy, transaction)) .await?; item_state_proxy.commit(); Ok((transaction, result)) }).await; Ok(result?) */ Ok(()) }