flattiverse_connector 36.1.1

Connector library for the flattiverse.com game server.
Documentation

use crate::Error;
use crate::Connector;

use crate::net::Packet;
use crate::net::BinaryReader;

use crate::unit::any_unit::prelude::*;

pub struct WormHole {
    unit:   UnitData,
    vector: Option<Vector>,
    dest:   Weak<Universe>,
}

impl WormHole {
    pub fn from_reader(connector: &Arc<Connector>, universe_group: &UniverseGroup, packet: &Packet, reader: &mut BinaryReader) -> Result<WormHole, Error> {
        let unit = UnitData::from_reader(connector, universe_group, packet, reader)?;
        let vector;
        let dest;

        if reader.read_byte()? == 0x00 {
            vector = Some(Vector::from_reader(reader)?);
            dest   = Weak::default();

        } else {
            vector = None;
            let player = connector.player().upgrade().ok_or(Error::PlayerNotAvailable)?;
            let group  = player.universe_group().upgrade().ok_or(Error::PlayerNotAvailable)?;
            dest   = group.universe(reader.read_unsigned_byte()?)
        }

        Ok(WormHole {
            unit,
            vector,
            dest
        })
    }

    pub fn destination(&self) -> &Option<Vector> {
        &self.vector
    }

    pub fn destination_universe(&self) -> &Weak<Universe> {
        &self.dest
    }
}

// TODO replace with delegation directive
// once standardized: https://github.com/rust-lang/rfcs/pull/1406
impl Unit for WormHole {
    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 {
        UnitKind::WormHole
    }
}