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use libpso::character::character;
use crate::common::leveltable::CharacterStats;
use crate::entity::character::CharacterEntity;
use crate::ship::items::{CharacterInventory, CharacterBank};
use crate::entity::item::Meseta;
#[derive(Default)]
pub struct CharacterBytesBuilder<'a> {
character: Option<&'a CharacterEntity>,
stats: Option<&'a CharacterStats>,
level: Option<u32>,
meseta: Option<Meseta>,
}
impl<'a> CharacterBytesBuilder<'a> {
#[must_use]
pub fn character(self, character: &'a CharacterEntity) -> CharacterBytesBuilder<'a> {
CharacterBytesBuilder {
character: Some(character),
..self
}
}
#[must_use]
pub fn stats(self, stats: &'a CharacterStats) -> CharacterBytesBuilder<'a> {
CharacterBytesBuilder {
stats: Some(stats),
..self
}
}
#[must_use]
pub fn level(self, level: u32) -> CharacterBytesBuilder<'a> {
CharacterBytesBuilder {
level: Some(level),
..self
}
}
#[must_use]
pub fn meseta(self, meseta: Meseta) -> CharacterBytesBuilder<'a> {
CharacterBytesBuilder {
meseta: Some(meseta),
..self
}
}
pub fn build(self) -> character::Character {
let character = self.character.unwrap();
let stats = self.stats.unwrap();
let level = self.level.unwrap();
let meseta = self.meseta.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: meseta.0 as u32,
exp: character.exp,
..character::Character::default()
}
}
}
#[derive(Default)]
pub struct FullCharacterBytesBuilder<'a> {
character: Option<&'a CharacterEntity>,
stats: Option<&'a CharacterStats>,
level: Option<u32>,
meseta: Option<Meseta>,
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<u32>,
}
impl<'a> FullCharacterBytesBuilder<'a> {
#[must_use]
pub fn character(self, character: &'a CharacterEntity) -> FullCharacterBytesBuilder<'a> {
FullCharacterBytesBuilder {
character: Some(character),
..self
}
}
#[must_use]
pub fn stats(self, stats: &'a CharacterStats) -> FullCharacterBytesBuilder<'a> {
FullCharacterBytesBuilder {
stats: Some(stats),
..self
}
}
#[must_use]
pub fn level(self, level: u32) -> FullCharacterBytesBuilder<'a> {
FullCharacterBytesBuilder {
level: Some(level),
..self
}
}
#[must_use]
pub fn meseta(self, meseta: Meseta) -> FullCharacterBytesBuilder<'a> {
FullCharacterBytesBuilder {
meseta: Some(meseta),
..self
}
}
#[must_use]
pub fn inventory(self, inventory: &'a CharacterInventory) -> FullCharacterBytesBuilder<'a> {
FullCharacterBytesBuilder {
inventory: Some(inventory),
..self
}
}
#[must_use]
pub fn bank(self, bank: &'a CharacterBank) -> FullCharacterBytesBuilder<'a> {
FullCharacterBytesBuilder {
bank: Some(bank),
..self
}
}
#[must_use]
pub fn key_config(self, key_config: &'a [u8; 0x16C]) -> FullCharacterBytesBuilder<'a> {
FullCharacterBytesBuilder {
key_config: Some(key_config),
..self
}
}
#[must_use]
pub fn joystick_config(self, joystick_config: &'a [u8; 0x38]) -> FullCharacterBytesBuilder<'a> {
FullCharacterBytesBuilder {
joystick_config: Some(joystick_config),
..self
}
}
#[must_use]
pub fn symbol_chat(self, symbol_chat: &'a [u8; 1248]) -> FullCharacterBytesBuilder<'a> {
FullCharacterBytesBuilder {
symbol_chat: Some(symbol_chat),
..self
}
}
#[must_use]
pub fn tech_menu(self, tech_menu: &'a [u8; 40]) -> FullCharacterBytesBuilder<'a> {
FullCharacterBytesBuilder {
tech_menu: Some(tech_menu),
..self
}
}
#[must_use]
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 meseta = self.meseta.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)
.meseta(meseta)
.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()
}
}
}