wicked-waifus-rs/game-server/src/logic/player/mod.rs
xavo95 85fbc933ba
1.4 Walking simulator, rest of features incoming during weekend.
Any question from anyone trying to run from this commit will be ignored and blocked.
2024-10-19 14:57:25 +02:00

268 lines
8.1 KiB
Rust

use std::{cell::RefCell, collections::HashSet, rc::Rc, sync::Arc};
use basic_info::PlayerBasicInfo;
use common::time_util;
use explore_tools::ExploreTools;
use location::PlayerLocation;
use player_func::PlayerFunc;
use shorekeeper_protocol::{
message::Message, ItemPkgOpenNotify, PbGetRoleListNotify, PlayerBasicData, PlayerRoleData,
PlayerSaveData, ProtocolUnit,
};
use crate::session::Session;
use super::{
ecs::world::World,
role::{Role, RoleFormation},
};
mod basic_info;
mod explore_tools;
mod in_world_player;
mod location;
mod player_func;
pub use in_world_player::InWorldPlayer;
pub struct Player {
session: Option<Arc<Session>>,
// Persistent
pub basic_info: PlayerBasicInfo,
pub role_list: Vec<Role>,
pub formation_list: Vec<RoleFormation>,
pub location: PlayerLocation,
pub func: PlayerFunc,
pub explore_tools: ExploreTools,
// Runtime
pub world: Rc<RefCell<World>>,
pub last_save_time: u64,
}
impl Player {
pub fn init(&mut self) {
if self.role_list.is_empty() {
self.on_first_enter();
}
// we need shorekeeper
// TODO: remove this part after implementing team switch
if !self.role_list.iter().any(|r| r.role_id == 1603) {
let mut camellya = Role::new(1603);
camellya.equip_weapon = 21020026;
self.role_list.push(camellya);
}
self.formation_list.clear();
self.formation_list.push(RoleFormation {
id: 1,
cur_role: 1603,
role_id_set: HashSet::from([1603]),
is_current: true,
});
// End shorekeeper hardcode part
self.ensure_current_formation();
self.ensure_basic_unlock_func();
}
pub fn notify_general_data(&self) {
self.notify(self.basic_info.build_notify());
self.notify(self.func.build_func_open_notify());
self.notify(self.build_role_list_notify());
self.notify(self.explore_tools.build_explore_tool_all_notify());
self.notify(self.explore_tools.build_roulette_update_notify());
self.notify(ItemPkgOpenNotify {
open_pkg: (0..8).collect(),
});
}
fn on_first_enter(&mut self) {
self.role_list.push(Self::create_main_character_role(
self.basic_info.name.clone(),
self.basic_info.sex,
));
let role = &self.role_list[0];
self.formation_list.push(RoleFormation {
id: 1,
cur_role: role.role_id,
role_id_set: HashSet::from([role.role_id]),
is_current: true,
});
self.location = PlayerLocation::default();
}
// Ensure basic functionality is unlocked
// Should be handled by quest progression,
// but as of right now, just unlock what we need
fn ensure_basic_unlock_func(&mut self) {
self.func.unlock(10026); // explore tools
}
fn ensure_current_formation(&mut self) {
if self.formation_list.is_empty() {
let role = &self.role_list[0];
self.formation_list.push(RoleFormation {
id: 1,
cur_role: role.role_id,
role_id_set: HashSet::from([role.role_id]),
is_current: true,
});
}
if !self.formation_list.iter().any(|rf| rf.is_current) {
self.formation_list[0].is_current = true;
}
if let Some(rf) = self.formation_list.iter_mut().find(|rf| rf.is_current) {
if rf.role_id_set.is_empty() {
rf.role_id_set.insert(self.role_list[0].role_id);
}
if !rf.role_id_set.contains(&rf.cur_role) {
rf.cur_role = *rf.role_id_set.iter().nth(0).unwrap();
}
}
}
pub fn build_in_world_player(&self) -> InWorldPlayer {
InWorldPlayer {
player_id: self.basic_info.id,
player_name: self.basic_info.name.clone(),
player_icon: 0,
level: self.basic_info.level,
group_type: 1,
}
}
pub fn get_current_formation_role_list(&self) -> Vec<&Role> {
self.formation_list
.iter()
.find(|rf| rf.is_current)
.unwrap()
.role_id_set
.iter()
.flat_map(|id| self.role_list.iter().find(|r| r.role_id == *id))
.collect()
}
pub fn get_cur_role_id(&self) -> i32 {
self.formation_list
.iter()
.find(|rf| rf.is_current)
.unwrap()
.cur_role
}
pub fn load_from_save(save_data: PlayerSaveData) -> Self {
let role_data = save_data.role_data.unwrap_or_default();
Self {
session: None,
basic_info: PlayerBasicInfo::load_from_save(save_data.basic_data.unwrap_or_default()),
role_list: role_data
.role_list
.into_iter()
.map(Role::load_from_save)
.collect(),
formation_list: role_data
.role_formation_list
.into_iter()
.map(RoleFormation::load_from_save)
.collect(),
location: save_data
.location_data
.map(PlayerLocation::load_from_save)
.unwrap_or_default(),
func: save_data
.func_data
.map(PlayerFunc::load_from_save)
.unwrap_or_default(),
explore_tools: save_data
.explore_tools_data
.map(ExploreTools::load_from_save)
.unwrap_or_default(),
world: Rc::new(RefCell::new(World::new())),
last_save_time: time_util::unix_timestamp(),
}
}
pub fn build_save_data(&self) -> PlayerSaveData {
PlayerSaveData {
basic_data: Some(self.basic_info.build_save_data()),
role_data: Some(PlayerRoleData {
role_list: self.role_list.iter().map(|r| r.build_save_data()).collect(),
role_formation_list: self
.formation_list
.iter()
.map(|rf| rf.build_save_data())
.collect(),
}),
location_data: Some(self.location.build_save_data()),
func_data: Some(self.func.build_save_data()),
explore_tools_data: Some(self.explore_tools.build_save_data()),
}
}
pub fn set_session(&mut self, session: Arc<Session>) {
self.session = Some(session);
}
pub fn build_role_list_notify(&self) -> PbGetRoleListNotify {
PbGetRoleListNotify {
role_list: self.role_list.iter().map(|r| r.to_protobuf()).collect(),
}
}
pub fn notify(&self, content: impl ProtocolUnit) {
if let Some(session) = self.session.as_ref() {
session.forward_to_gateway(Message::Push {
sequence_number: 0,
message_id: content.get_message_id(),
payload: Some(content.encode_to_vec().into_boxed_slice()),
});
}
}
pub fn respond(&self, content: impl ProtocolUnit, rpc_id: u16) {
if let Some(session) = self.session.as_ref() {
session.forward_to_gateway(Message::Response {
sequence_number: 0,
message_id: content.get_message_id(),
rpc_id,
payload: Some(content.encode_to_vec().into_boxed_slice()),
});
}
}
fn create_main_character_role(name: String, sex: i32) -> Role {
let mut role = match sex {
0 => Role::new(Role::MAIN_CHARACTER_FEMALE_ID),
1 => Role::new(Role::MAIN_CHARACTER_MALE_ID),
_ => unreachable!(),
};
role.name = name;
role
}
pub fn create_default_save_data(id: i32, name: String, sex: i32) -> PlayerSaveData {
PlayerSaveData {
basic_data: Some(PlayerBasicData {
id,
name,
sex,
level: 1,
head_photo: 1603,
head_frame: 80060009,
..Default::default()
}),
..Default::default()
}
}
}