use crate::Error;
use crate::Connector;
use crate::net::Packet;
use crate::net::BinaryReader;
use crate::unit::any_player_unit::prelude::*;
pub trait PlayerUnit : Unit {
fn player(&self) -> &Weak<Player>;
fn controllable_info(&self) -> &Weak<ControllableInfo>;
fn tractorbeam_info(&self) -> &Option<PlayerUnitTractorbeamInfo>;
}
pub(crate) struct PlayerUnitData {
unit: UnitData,
player: Weak<Player>,
c_info: Weak<ControllableInfo>,
b_info: Option<PlayerUnitTractorbeamInfo>,
}
impl PlayerUnitData {
pub fn from_reader(connector: &Arc<Connector>, universe_group: &UniverseGroup, packet: &Packet, reader: &mut BinaryReader) -> Result<PlayerUnitData, Error> {
let unit = UnitData::from_reader(connector, universe_group, packet, reader)?;
let player = connector.player_for(reader.read_u16()?)?;
Ok(PlayerUnitData {
unit,
player: Arc::downgrade(&player),
c_info: {
let id = reader.read_unsigned_byte()?;
let info = player.controllable_info(id).ok_or_else(|| Error::InvalidControllableInfo(id))?;
Arc::downgrade(&info)
},
b_info: {
if reader.read_byte()? == 1 {
Some(PlayerUnitTractorbeamInfo::for_reader(reader)?)
} else {
None
}
},
})
}
}
impl PlayerUnit for PlayerUnitData {
fn player(&self) -> &Weak<Player> {
&self.player
}
fn controllable_info(&self) -> &Weak<ControllableInfo> {
&self.c_info
}
fn tractorbeam_info(&self) -> &Option<PlayerUnitTractorbeamInfo> {
&self.b_info
}
}
impl Unit for PlayerUnitData {
fn name(&self) -> &str {
self.unit.name()
}
fn position(&self) -> &Vector {
self.unit.position()
}
fn movement(&self) -> &Vector {
self.unit.movement()
}
fn radius(&self) -> f32 {
self.unit.radius()
}
fn gravity(&self) -> f32 {
self.unit.gravity()
}
fn team(&self) -> &Weak<Team> {
self.unit.team()
}
fn is_solid(&self) -> bool {
self.unit.is_solid()
}
fn is_masking(&self) -> bool {
self.unit.is_masking()
}
fn is_visible(&self) -> bool {
self.unit.is_visible()
}
fn is_orbiting(&self) -> bool {
self.unit.is_orbiting()
}
fn orbiting_center(&self) -> &Option<Vector> {
self.unit.orbiting_center()
}
fn orbiting_states(&self) -> &Option<Vec<OrbitingState>> {
self.unit.orbiting_states()
}
fn mobility(&self) -> Mobility {
self.unit.mobility()
}
fn connector(&self) -> &Weak<Connector> {
self.unit.connector()
}
fn kind(&self) -> UnitKind {
unimplemented!();
}
}