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use libpso::packet::ship::*;
use libpso::packet::messages::*;
use crate::common::serverstate::ClientId;
use crate::common::leveltable::CharacterLevelTable;
use crate::ship::ship::{SendShipPacket, ShipError, Rooms, Clients};
use crate::ship::location::{ClientLocation, RoomId, RoomLobby, ClientLocationError};
use crate::ship::packet::builder;
use crate::ship::room;
use crate::ship::items::ItemManager;
use std::convert::{TryFrom};
pub fn create_room(id: ClientId,
create_room: &CreateRoom,
client_location: &mut ClientLocation,
clients: &mut Clients,
item_manager: &mut ItemManager,
level_table: &CharacterLevelTable,
rooms: &mut Rooms)
-> Result<Box<dyn Iterator<Item = (ClientId, SendShipPacket)> + Send>, anyhow::Error> {
let client = clients.get(&id).ok_or(ShipError::ClientNotFound(id))?;
let level = level_table.get_level_from_exp(client.character.char_class, client.character.exp);
match room::Difficulty::try_from(create_room.difficulty)? {
room::Difficulty::Ultimate => {
if level < 80 {
return Ok(Box::new(vec![(id, SendShipPacket::SmallDialog(SmallDialog::new("You must be at least level 80 \nto create Ultimate rooms.".into())))].into_iter()))
}
},
room::Difficulty::VeryHard => {
if level < 40 {
return Ok(Box::new(vec![(id, SendShipPacket::SmallDialog(SmallDialog::new("You must be at least level 40 \nto create Very Hard rooms.".into())))].into_iter()))
}
},
room::Difficulty::Hard => {
if level < 20 {
return Ok(Box::new(vec![(id, SendShipPacket::SmallDialog(SmallDialog::new("You must be at least level 20 \nto create Hard rooms.".into())))].into_iter()))
}
},
room::Difficulty::Normal => {},
};
let area = client_location.get_area(id).unwrap();
let area_client = client_location.get_local_client(id).unwrap();
let lobby_neighbors = client_location.get_client_neighbors(id).unwrap();
let room_id = client_location.create_new_room(id).unwrap();
let mut room = room::RoomState::from_create_room(create_room, client.character.section_id).unwrap();
room.bursting = true;
item_manager.add_character_to_room(room_id, &client.character, area_client);
let join_room = builder::room::join_room(id, clients, client_location, room_id, &room)?;
rooms[room_id.0] = Some(room);
let mut result: Box<dyn Iterator<Item=(ClientId, SendShipPacket)> + Send> = Box::new(
vec![(id, SendShipPacket::JoinRoom(join_room))].into_iter()
);
if let Ok(leader) = client_location.get_area_leader(area) {
let leave_lobby = SendShipPacket::LeaveLobby(LeaveLobby::new(area_client.local_client.id(), leader.local_client.id()));
result = Box::new(result.chain(lobby_neighbors
.into_iter()
.map(move |c| {
(c.client, leave_lobby.clone())
})));
}
Ok(result)
}
pub fn room_name_request(id: ClientId,
client_location: &ClientLocation,
rooms: &Rooms)
-> Box<dyn Iterator<Item = (ClientId, SendShipPacket)> + Send> {
let area = client_location.get_area(id).unwrap();
match area {
RoomLobby::Room(room) => Box::new(vec![(id, SendShipPacket::RoomNameResponse(RoomNameResponse {name: rooms[room.0].as_ref().unwrap().name.clone()}))].into_iter()),
RoomLobby::Lobby(_) => panic!()
}
}
pub fn join_room(id: ClientId,
pkt: &MenuSelect,
client_location: &mut ClientLocation,
clients: &mut Clients,
item_manager: &mut ItemManager,
level_table: &CharacterLevelTable,
rooms: &mut Rooms)
-> Result<Box<dyn Iterator<Item=(ClientId, SendShipPacket)> + Send>, ShipError> {
let client = clients.get(&id).ok_or(ShipError::ClientNotFound(id))?;
let level = level_table.get_level_from_exp(client.character.char_class, client.character.exp);
let room = rooms.get(pkt.item as usize).ok_or(ShipError::InvalidRoom(pkt.item))?.as_ref().unwrap(); // clippy look what you made me do
match room.mode.difficulty() {
room::Difficulty::Ultimate => {
if level < 80 {
return Ok(Box::new(vec![(id, SendShipPacket::SmallDialog(SmallDialog::new("You must be at least level 80 \nto join Ultimate rooms.".into())))].into_iter()))
}
},
room::Difficulty::VeryHard => {
if level < 40 {
return Ok(Box::new(vec![(id, SendShipPacket::SmallDialog(SmallDialog::new("You must be at least level 40 \nto join Very Hard rooms.".into())))].into_iter()))
}
},
room::Difficulty::Hard => {
if level < 20 {
return Ok(Box::new(vec![(id, SendShipPacket::SmallDialog(SmallDialog::new("You must be at least level 20 \nto join Hard rooms.".into())))].into_iter()))
}
},
_ => {},
};
let original_area = client_location.get_area(id).unwrap();
let original_neighbors = client_location.get_client_neighbors(id).unwrap();
if room.bursting {
return Ok(Box::new(vec![(id, SendShipPacket::SmallDialog(SmallDialog::new("player is bursting\nplease wait".into())))].into_iter()))
}
let room_id = RoomId(pkt.item as usize);
let original_room_clients = client_location.get_clients_in_room(room_id).map_err(|err| -> ClientLocationError { err.into() })?;
client_location.add_client_to_room(id, room_id).unwrap(); // TODO: show room full error or whatever
let client = clients.get(&id).ok_or(ShipError::ClientNotFound(id))?;
let area_client = client_location.get_local_client(id).map_err(|err| -> ClientLocationError { err.into() })?;
item_manager.add_character_to_room(room_id, &client.character, area_client);
let leader = client_location.get_room_leader(room_id).map_err(|err| -> ClientLocationError { err.into() })?;
let join_room = builder::room::join_room(id, clients, client_location, room_id, room)?;
let add_to = builder::room::add_to_room(id, client, &area_client, &leader, item_manager, level_table, room_id)?;
let room = rooms.get_mut(room_id.0).unwrap().as_mut().unwrap();
room.bursting = true;
let mut result: Box<dyn Iterator<Item=(ClientId, SendShipPacket)> + Send> = Box::new(
vec![(id, SendShipPacket::JoinRoom(join_room))]
.into_iter()
.chain(original_room_clients.into_iter()
.map(move |c| (c.client, SendShipPacket::AddToRoom(add_to.clone())))
));
if let Ok(leader) = client_location.get_area_leader(original_area) {
let leave_lobby = SendShipPacket::LeaveLobby(LeaveLobby::new(area_client.local_client.id(), leader.local_client.id()));
result = Box::new(result.chain(original_neighbors.into_iter()
.map(move |c| (c.client, leave_lobby.clone()))))
}
Ok(result)
}
pub fn done_bursting(id: ClientId,
client_location: &ClientLocation,
rooms: &mut Rooms)
-> Box<dyn Iterator<Item = (ClientId, SendShipPacket)> + Send> {
let area = client_location.get_area(id).unwrap();
let mut rare_monster_list: Option<Vec<u16>> = None;
if let RoomLobby::Room(room_id) = area {
if let Some(room) = rooms.get_mut(room_id.0).unwrap().as_mut() {
room.bursting = false;
rare_monster_list = Some(room.maps.get_rare_monster_list());
};
}
let area_client = client_location.get_local_client(id).unwrap(); // TODO: unwrap
let mut result: Box<dyn Iterator<Item=(ClientId, SendShipPacket)> + Send> = Box::new(
client_location.get_client_neighbors(id).unwrap().into_iter() // TODO: unwrap
.flat_map(move |client| {
vec![
(client.client, SendShipPacket::Message(Message::new(GameMessage::BurstDone(BurstDone {
client: area_client.local_client.id(),
target: 0
})))),
]
})
);
// TODO: check how often `done_bursting` is called. ie: make sure it's only used when joining a room and not each time a player warps in a pipe
if let Some(rare_list) = rare_monster_list {
let rare_monster_packet = SendShipPacket::RareMonsterList(builder::room::build_rare_monster_list(rare_list));
result = Box::new(result.chain(vec![(id, rare_monster_packet)])); // TODO: make sure we arent clobbering `result` here
}
result
}
pub fn request_room_list(id: ClientId,
client_location: &ClientLocation,
rooms: &Rooms)
-> Box<dyn Iterator<Item = (ClientId, SendShipPacket)> + Send> {
let active_room_list = rooms.iter()
.enumerate()
.filter_map(|(i, r)| {
r.as_ref().map(|room| {
RoomList {
menu_id: ROOM_MENU_ID,
item_id: i as u32,
difficulty: room.get_difficulty_for_room_list(),
players: client_location.get_clients_in_room(RoomId(i)).unwrap().len() as u8,
name: libpso::utf8_to_utf16_array!(room.name, 16),
episode: room.get_episode_for_room_list(),
flags: room.get_flags_for_room_list(),
}
})
});
let baseroom: RoomList = RoomList {
menu_id: ROOM_MENU_ID,
item_id: ROOM_MENU_ID,
difficulty: 0x00,
players: 0x00,
name: libpso::utf8_to_utf16_array!("Room list menu", 16),
episode: 0,
flags: 0,
};
Box::new(vec![(id, SendShipPacket::RoomListResponse(RoomListResponse {
baseroom,
rooms: active_room_list.collect()
}))].into_iter())
}
pub fn cool_62(id: ClientId,
cool_62: &Like62ButCooler,
client_location: &ClientLocation)
-> Box<dyn Iterator<Item = (ClientId, SendShipPacket)> + Send> {
let target = cool_62.flag as u8;
let cool_62 = cool_62.clone();
Box::new(client_location.get_client_neighbors(id).unwrap().into_iter()
.filter(move |client| client.local_client.id() == target)
.map(move |client| {
(client.client, SendShipPacket::Like62ButCooler(cool_62.clone()))
}))
}