258 lines
11 KiB
Rust
258 lines
11 KiB
Rust
use std::convert::{TryFrom, Into};
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use futures::stream::StreamExt;
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use async_std::sync::Arc;
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use libpso::packet::ship::*;
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use libpso::packet::messages::*;
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use crate::common::serverstate::ClientId;
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use crate::common::leveltable::LEVEL_TABLE;
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use crate::entity::character::SectionID;
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use crate::ship::drops::DropTable;
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use crate::ship::ship::{SendShipPacket, Clients, ShipEvent};
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use crate::ship::room::{Rooms, Episode, Difficulty, RoomState, RoomMode};
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use crate::ship::map::Maps;
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use crate::ship::location::{ClientLocation, RoomId, RoomLobby, GetAreaError};
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use crate::ship::packet::builder;
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use crate::ship::items::state::ItemState;
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#[allow(clippy::too_many_arguments)]
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pub async fn create_room(id: ClientId,
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create_room: CreateRoom,
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client_location: &mut ClientLocation,
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clients: &Clients,
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item_state: &mut ItemState,
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rooms: &Rooms,
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map_builder: Arc<Box<dyn Fn(RoomMode, ShipEvent) -> Maps + Send + Sync>>,
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drop_table_builder: Arc<Box<dyn Fn(Episode, Difficulty, SectionID) -> DropTable + Send + Sync>>,
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event: ShipEvent)
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-> Result<Vec<(ClientId, SendShipPacket)>, anyhow::Error> {
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let level = clients.with(id, |client| Box::pin(async move {
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LEVEL_TABLE.get_level_from_exp(client.character.char_class, client.character.exp)
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})).await?;
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match Difficulty::try_from(create_room.difficulty)? {
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Difficulty::Ultimate if level < 80 => {
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return Ok(vec![(id, SendShipPacket::SmallDialog(SmallDialog::new("You must be at least level 80 \nto create Ultimate rooms.".into())))])
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},
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Difficulty::VeryHard if level < 40 => {
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return Ok(vec![(id, SendShipPacket::SmallDialog(SmallDialog::new("You must be at least level 40 \nto create Very Hard rooms.".into())))])
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},
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Difficulty::Hard if level < 20 => {
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return Ok(vec![(id, SendShipPacket::SmallDialog(SmallDialog::new("You must be at least level 20 \nto create Hard rooms.".into())))])
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},
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_ => {},
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};
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let area = client_location.get_area(id).await?;
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let area_client = client_location.get_local_client(id).await?;
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let lobby_neighbors = client_location.get_client_neighbors(id).await?;
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let room_id = client_location.create_new_room(id).await?;
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let room = clients.with(id, |client| {
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let mut item_state = item_state.clone();
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Box::pin(async move {
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item_state.add_character_to_room(room_id, &client.character, area_client).await;
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let mut room = RoomState::from_create_room(&create_room, map_builder, drop_table_builder, client.character.section_id, event)?;
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room.bursting = true;
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Ok::<_, anyhow::Error>(room)
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})}).await??;
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let join_room = builder::room::join_room(id, clients, client_location, room_id, &room, event).await?;
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rooms.add(room_id, room).await?;
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let mut result = vec![(id, SendShipPacket::JoinRoom(join_room))];
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if let Ok(leader) = client_location.get_area_leader(area).await {
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let leave_lobby = SendShipPacket::LeaveLobby(LeaveLobby::new(area_client.local_client.id(), leader.local_client.id()));
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result.extend(lobby_neighbors
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.into_iter()
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.map(move |c| {
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(c.client, leave_lobby.clone())
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}));
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}
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Ok(result)
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}
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pub async fn room_name_request(id: ClientId,
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client_location: &ClientLocation,
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rooms: &Rooms)
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-> Result<Vec<(ClientId, SendShipPacket)>, anyhow::Error> {
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let area = client_location.get_area(id).await?;
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match area {
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RoomLobby::Room(room) => {
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rooms.with(room, |room| Box::pin(async move {
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vec![(id, SendShipPacket::RoomNameResponse(RoomNameResponse {
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name: room.name.clone()
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}))]
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})).await
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},
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RoomLobby::Lobby(_) => Err(GetAreaError::NotInRoom.into())
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}
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}
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pub async fn join_room(id: ClientId,
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pkt: MenuSelect,
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client_location: &mut ClientLocation,
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clients: &Clients,
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item_state: &mut ItemState,
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rooms: &Rooms,
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event: ShipEvent)
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-> Result<Vec<(ClientId, SendShipPacket)>, anyhow::Error> {
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let room_id = RoomId(pkt.item as usize);
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if !rooms.exists(room_id).await {
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return Ok(vec![(id, SendShipPacket::SmallDialog(SmallDialog::new("This room no longer exists!".into())))])
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}
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let level = clients.with(id, |client| Box::pin(async move {
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LEVEL_TABLE.get_level_from_exp(client.character.char_class, client.character.exp)
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})).await?;
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let (difficulty, bursting) = rooms.with(room_id, |room| Box::pin(async move {
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(room.mode.difficulty(), room.bursting)
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})).await?;
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match difficulty {
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Difficulty::Ultimate if level < 80 => {
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return Ok(vec![(id, SendShipPacket::SmallDialog(SmallDialog::new("You must be at least level 80 \nto join Ultimate rooms.".into())))])
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},
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Difficulty::VeryHard if level < 40 => {
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return Ok(vec![(id, SendShipPacket::SmallDialog(SmallDialog::new("You must be at least level 40 \nto join Very Hard rooms.".into())))])
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},
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Difficulty::Hard if level < 20 => {
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return Ok(vec![(id, SendShipPacket::SmallDialog(SmallDialog::new("You must be at least level 20 \nto join Hard rooms.".into())))])
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},
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_ => {},
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}
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if bursting {
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return Ok(vec![(id, SendShipPacket::SmallDialog(SmallDialog::new("player is bursting\nplease wait".into())))])
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}
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let original_area = client_location.get_area(id).await?;
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let original_neighbors = client_location.get_client_neighbors(id).await?;
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let original_room_clients = client_location.get_clients_in_room(room_id).await?;
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client_location.add_client_to_room(id, room_id).await?;
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let area_client = client_location.get_local_client(id).await?;
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let room_leader = client_location.get_room_leader(room_id).await?;
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clients.with(id, |client| {
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let mut item_state = item_state.clone();
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Box::pin(async move {
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item_state.add_character_to_room(room_id, &client.character, area_client).await;
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})}).await?;
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let join_room = rooms.with(room_id, |room| {
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let clients = clients.clone();
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let client_location = client_location.clone();
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Box::pin(async move {
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builder::room::join_room(id, &clients, &client_location, room_id, room, event).await
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})}).await??;
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let add_to = clients.with(id, |client| {
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let item_state = item_state.clone();
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Box::pin(async move {
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builder::room::add_to_room(id, client, &area_client, &room_leader, &item_state, event).await
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})}).await??;
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rooms.with_mut(room_id, |room| Box::pin(async move {
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room.bursting = true;
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})).await?;
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Ok(vec![(id, SendShipPacket::JoinRoom(join_room))]
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.into_iter()
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.chain(original_room_clients.into_iter()
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.map(move |c| (c.client, SendShipPacket::AddToRoom(add_to.clone()))))
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.chain(futures::stream::iter(original_neighbors.into_iter())
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.filter_map(|c| {
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let client_location = client_location.clone();
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async move {
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client_location.get_area_leader(original_area).await.ok().map(|leader| {
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let leave_lobby = SendShipPacket::LeaveLobby(LeaveLobby::new(area_client.local_client.id(), leader.local_client.id()));
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(c.client, leave_lobby)
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})
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}
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})
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.collect::<Vec<_>>()
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.await
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)
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.collect())
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}
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pub async fn done_bursting(id: ClientId,
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client_location: &ClientLocation,
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rooms: &Rooms)
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-> Result<Vec<(ClientId, SendShipPacket)>, anyhow::Error> {
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let room_id = client_location.get_room(id).await?;
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let rare_monster_list = rooms.with_mut(room_id, |room| Box::pin(async move {
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room.bursting = false;
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room.maps.get_rare_monster_list()
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})).await?;
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let area_client = client_location.get_local_client(id).await?;
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Ok(client_location.get_client_neighbors(id).await?.into_iter()
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.map(move |client| {
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(client.client, SendShipPacket::Message(Message::new(GameMessage::BurstDone(BurstDone {
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client: area_client.local_client.id(),
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target: 0
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}))))
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})
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.chain(std::iter::once_with(move || {
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(id, SendShipPacket::RareMonsterList(builder::room::build_rare_monster_list(rare_monster_list)))
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}))
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.collect())
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}
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pub async fn request_room_list(id: ClientId,
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client_location: &ClientLocation,
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rooms: &Rooms)
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-> Vec<(ClientId, SendShipPacket)> {
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let active_room_list = rooms.stream()
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.enumerate()
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.filter_map(|(i, r)| async move {
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r.as_ref().map(|room| {
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let difficulty = room.get_difficulty_for_room_list();
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let name = libpso::utf8_to_utf16_array!(room.name, 16);
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let episode = room.get_episode_for_room_list();
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let flags = room.get_flags_for_room_list();
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async move {
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RoomList {
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menu_id: ROOM_MENU_ID,
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item_id: i as u32,
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difficulty,
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players: client_location.get_clients_in_room(RoomId(i)).await.unwrap().len() as u8,
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name,
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episode,
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flags,
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}
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}})
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});
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let baseroom: RoomList = RoomList {
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menu_id: ROOM_MENU_ID,
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item_id: ROOM_MENU_ID,
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difficulty: 0x00,
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players: 0x00,
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name: libpso::utf8_to_utf16_array!("Room list menu", 16),
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episode: 0,
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flags: 0,
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};
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vec![(id, SendShipPacket::RoomListResponse(RoomListResponse {
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baseroom,
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rooms: futures::future::join_all(active_room_list.collect::<Vec<_>>().await).await
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}))]
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}
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pub async fn cool_62(id: ClientId,
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cool_62: Like62ButCooler,
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client_location: &ClientLocation)
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-> Result<Vec<(ClientId, SendShipPacket)>, anyhow::Error> {
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let target = cool_62.flag as u8;
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let cool_62 = cool_62.clone();
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Ok(client_location
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.get_client_neighbors(id)
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.await?
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.into_iter()
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.filter(move |client| client.local_client.id() == target)
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.map(move |client| {
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(client.client, SendShipPacket::Like62ButCooler(cool_62.clone()))
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})
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.collect())
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}
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