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kawari/src/world/chat_handler.rs

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2.7 KiB
Rust
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use crate::{
inventory::Storage,
ipc::zone::{ActorControlCategory, ActorControlSelf, ChatMessage},
world::ToServer,
};
use super::ZoneConnection;
pub struct ChatHandler {}
impl ChatHandler {
pub async fn handle_chat_message(connection: &mut ZoneConnection, chat_message: &ChatMessage) {
let parts: Vec<&str> = chat_message.message.split(' ').collect();
match parts[0] {
"!spawnnpc" => {
connection
.handle
.send(ToServer::DebugNewNpc(
connection.id,
connection.player_data.actor_id,
))
.await;
}
"!spawnmonster" => {
connection
.handle
.send(ToServer::DebugNewEnemy(
connection.id,
connection.player_data.actor_id,
))
.await;
}
"!spawnclone" => {
connection
.handle
.send(ToServer::DebugSpawnClone(
connection.id,
connection.player_data.actor_id,
))
.await;
}
"!unlockaction" => {
let parts: Vec<&str> = chat_message.message.split(' ').collect();
let id = parts[1].parse::<u32>().unwrap();
connection
.actor_control_self(ActorControlSelf {
category: ActorControlCategory::ToggleActionUnlock { id, unlocked: true },
})
.await;
}
"!equip" => {
let (_, name) = chat_message.message.split_once(' ').unwrap();
{
let mut gamedata = connection.gamedata.lock().unwrap();
if let Some((equip_category, id)) = gamedata.get_item_by_name(name) {
let slot = gamedata.get_equipslot_category(equip_category).unwrap();
connection
.player_data
.inventory
.equipped
.get_slot_mut(slot as u16)
.id = id;
connection
.player_data
.inventory
.equipped
.get_slot_mut(slot as u16)
.quantity = 1;
}
}
connection.send_inventory(true).await;
}
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_ => {}
}
}
}