172 lines
5.1 KiB
Rust
172 lines
5.1 KiB
Rust
use libpso::character::character;
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use crate::common::leveltable::CharacterStats;
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use crate::entity::character::Character;
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use crate::ship::items::Inventory;
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// TODO: exp
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pub struct CharacterBytesBuilder<'a> {
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character: Option<&'a Character>,
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stats: Option<&'a CharacterStats>,
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level: Option<u32>,
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}
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impl<'a> CharacterBytesBuilder<'a> {
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pub fn new() -> CharacterBytesBuilder<'a> {
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CharacterBytesBuilder {
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character: None,
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stats: None,
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level: None,
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}
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}
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pub fn character(self, character: &'a Character) -> CharacterBytesBuilder<'a> {
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CharacterBytesBuilder {
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character: Some(character),
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..self
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}
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}
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pub fn stats(self, stats: &'a CharacterStats) -> CharacterBytesBuilder<'a> {
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CharacterBytesBuilder {
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stats: Some(stats),
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..self
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}
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}
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pub fn level(self, level: u32) -> CharacterBytesBuilder<'a> {
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CharacterBytesBuilder {
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level: Some(level),
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..self
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}
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}
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pub fn build(self) -> character::Character {
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let character = self.character.unwrap();
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let stats = self.stats.unwrap();
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let level = self.level.unwrap();
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character::Character {
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name: libpso::utf8_to_utf16_array!(character.name, 16),
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hp: stats.hp,
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atp: stats.atp,
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mst: stats.mst,
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evp: stats.evp,
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dfp: stats.dfp,
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ata: stats.ata,
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lck: stats.lck,
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level: level,
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section_id: character.section_id.into(),
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ch_class: character.char_class.into(),
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costume: character.appearance.costume,
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skin: character.appearance.skin,
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face: character.appearance.face,
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head: character.appearance.head,
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hair: character.appearance.hair,
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hair_r: character.appearance.hair_r,
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hair_g: character.appearance.hair_g,
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hair_b: character.appearance.hair_b,
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prop_x: character.appearance.prop_x,
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prop_y: character.appearance.prop_y,
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config: character.config.as_bytes(),
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techniques: character.techs.as_bytes(),
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..character::Character::default()
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}
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}
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}
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pub struct FullCharacterBytesBuilder<'a> {
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character: Option<&'a Character>,
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stats: Option<&'a CharacterStats>,
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level: Option<u32>,
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inventory: Option<&'a Inventory>,
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key_config: Option<&'a [u8; 0x16C]>,
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joystick_config: Option<&'a [u8; 0x38]>,
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}
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impl<'a> FullCharacterBytesBuilder<'a> {
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pub fn new() -> FullCharacterBytesBuilder<'a> {
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FullCharacterBytesBuilder {
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character: None,
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stats: None,
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level: None,
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inventory: None,
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key_config: None,
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joystick_config: None,
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}
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}
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pub fn character(self, character: &'a Character) -> FullCharacterBytesBuilder<'a> {
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FullCharacterBytesBuilder {
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character: Some(character),
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..self
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}
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}
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pub fn stats(self, stats: &'a CharacterStats) -> FullCharacterBytesBuilder<'a> {
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FullCharacterBytesBuilder {
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stats: Some(stats),
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..self
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}
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}
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pub fn level(self, level: u32) -> FullCharacterBytesBuilder<'a> {
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FullCharacterBytesBuilder {
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level: Some(level),
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..self
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}
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}
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pub fn inventory(self, inventory: &'a Inventory) -> FullCharacterBytesBuilder<'a> {
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FullCharacterBytesBuilder {
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inventory: Some(inventory),
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..self
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}
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}
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pub fn key_config(self, key_config: &'a [u8; 0x16C]) -> FullCharacterBytesBuilder<'a> {
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FullCharacterBytesBuilder {
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key_config: Some(key_config),
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..self
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}
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}
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pub fn joystick_config(self, joystick_config: &'a [u8; 0x38]) -> FullCharacterBytesBuilder<'a> {
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FullCharacterBytesBuilder {
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joystick_config: Some(joystick_config),
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..self
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}
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}
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pub fn build(self) -> character::FullCharacter {
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let character = self.character.unwrap();
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let stats = self.stats.unwrap();
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let level = self.level.unwrap();
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let inventory = self.inventory.unwrap();
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let key_config = self.key_config.unwrap();
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let joystick_config = self.joystick_config.unwrap();
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character::FullCharacter {
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character: CharacterBytesBuilder::new()
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.character(&character)
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.stats(&stats)
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.level(level - 1)
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.build(),
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inventory: character::Inventory {
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item_count: inventory.count() as u8,
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items: inventory.as_client_inventory_items(),
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..character::Inventory::default()
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},
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key_team_config: character::KeyTeamConfig {
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key_config: *key_config,
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joystick_config: *joystick_config,
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..character::KeyTeamConfig::default()
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},
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info_board: character.info_board.as_bytes(),
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..character::FullCharacter::default()
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}
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}
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}
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