Struct Game

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pub struct Game;
Expand description

§Game

Primary interface for all game operations.

The Game struct implements GameInterface and serves as the main entry point for interacting with the game system. All game functionality is accessed through this struct’s implementation.

Trait Implementations§

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impl GameInterface for Game

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fn get_user(external_id: i64) -> GameResult<User>

Find a user by their external ID.

§Arguments
  • external_id: A freely selectable ID that your system will use to identify this user.
§Returns

Result<User, GameError>

  • A user with the given external ID
  • An error, if:
    • The user is not found
    • Database operations fail
§Examples
use fish_lib::game::prelude::*;
use fish_lib::setup_test;
setup_test();

const EXTERNAL_ID: i64 = 1337;

// Finding an existing user
let new_user = Game::register_user(EXTERNAL_ID).unwrap();
let found_user = Game::get_user(EXTERNAL_ID).unwrap();
assert_eq!(new_user, found_user);

// Searching for a non-existent user
let error = Game::get_user(EXTERNAL_ID + 1).unwrap_err();
if let Some(resource_error) = error.as_resource_error() {
    assert!(resource_error.is_user_not_found());
    assert_eq!(resource_error.get_external_id(), Some(EXTERNAL_ID + 1));
} else {
    panic!("{:?}", error);
}
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fn register_user(external_id: i64) -> GameResult<User>

Register a new user by their external ID.

§Arguments
  • external_id: A freely selectable ID that your system will use to identify this user.
§Returns

Result<User, GameError>

  • A newly created user with the given external id
  • An error, if:
    • A user with the given external id already exists
    • Database operations fail
§Examples
use fish_lib::game::prelude::*;
use fish_lib::setup_test;
setup_test();

const EXTERNAL_ID: i64 = 1337;

// Registering a new user
let user = Game::register_user(EXTERNAL_ID).unwrap();
assert_eq!(user.external_id, EXTERNAL_ID);

// Registering an already existing user
let error = Game::register_user(EXTERNAL_ID).unwrap_err();
if let Some(resource_error) = error.as_resource_error() {
    assert!(resource_error.is_user_already_exists());
    assert_eq!(resource_error.get_external_id(), Some(EXTERNAL_ID));
} else {
    panic!("{:?}", error);
}
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fn user_catch_specific_specimen( user: &User, species_id: i32, ) -> GameResult<(Specimen, FishingHistoryEntry)>

Generate a random specimen of the given species ID and assign it to the given user.

§Arguments
  • user: The user for which the catch is to be registered
  • species_id: The species ID of the specimen to be caught
§Returns

Result<(Specimen, FishingHistoryEntry), GameError>

§Examples
use std::collections::HashMap;
use fish_lib::config::Config;
use fish_lib::data::species_data::SpeciesData;
use fish_lib::game::prelude::*;
use fish_lib::{set_config, setup_test};
use fish_lib::game::repositories::user_repository::UserRepository;
use fish_lib::models::user::User;
setup_test();

const USER_EXTERNAL_ID: i64 = 1337;
const SPECIES_ID: i32 = 1;
const SPECIES_NAME: &str = "Salmon";

// Define some species data
let species_data = SpeciesData {
    name: SPECIES_NAME.to_string(),
    ..Default::default()
};
let species_data_map = HashMap::from([(SPECIES_ID, species_data)]);

// Add the species data to the config
let config = Config::builder().species(species_data_map).build();
set_config(config);

// Create a user
let user = Game::register_user(USER_EXTERNAL_ID).unwrap();

// Let the user catch a specimen of the specified species ID
let (specimen, history_entry) = Game::user_catch_specific_specimen(&user, SPECIES_ID).unwrap();
assert_eq!(specimen.species_id, SPECIES_ID);
assert_eq!(specimen.user_id, user.id);
assert_eq!(history_entry.species_id, SPECIES_ID);
assert_eq!(history_entry.caught_count, 1);

// Catch a specimen with a species ID that doesn't exist
let species_error = Game::user_catch_specific_specimen(&user, SPECIES_ID + 1).unwrap_err();
if let Some(resource_error) = species_error.as_resource_error() {
    assert!(resource_error.is_species_not_found());
    assert_eq!(resource_error.get_species_id(), Some(SPECIES_ID + 1));
} else {
    panic!("{:?}", species_error);
}

// Catch a specimen for a user that doesn't exist
let dummy_user = User {
    id: -1,
    external_id: USER_EXTERNAL_ID + 1,
    ..Default::default()
};
let user_error = Game::user_catch_specific_specimen(&dummy_user, SPECIES_ID).unwrap_err();
if let Some(resource_error) = user_error.as_resource_error() {
    assert!(resource_error.is_user_not_found());
    assert_eq!(resource_error.get_external_id(), Some(USER_EXTERNAL_ID + 1));
} else {
    panic!("{:?}", user_error);
}
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fn user_get_fishing_history( user: &User, species_id: i32, ) -> GameResult<FishingHistoryEntry>

Check the fishing history of a user with a specified species ID

§Arguments
  • user: The user to check the fishing history of
  • species_id: Fishing history species ID to check for the giving user
§Returns

Result<FishingHistoryEntry, GameError>

  • The fishing history of the given user with a specified species, if it exists
  • An error, if it does not exist, aka if the user did not catch that species yet or the user does not exist
§Examples
use std::collections::HashMap;
use fish_lib::config::Config;
use fish_lib::data::species_data::SpeciesData;
use fish_lib::game::prelude::*;
use fish_lib::{set_config, setup_test};
use fish_lib::game::repositories::user_repository::UserRepository;
use fish_lib::models::user::User;
setup_test();

const USER_EXTERNAL_ID: i64 = 1337;
const SPECIES_ID: i32 = 1;
const SPECIES_NAME: &str = "Salmon";

// Define some species data
let species_data = SpeciesData {
    name: SPECIES_NAME.to_string(),
    ..Default::default()
};
let species_data_map = HashMap::from([(SPECIES_ID, species_data)]);

// Add the species data to the config
let config = Config::builder().species(species_data_map).build();
set_config(config);

// Create a user
let user = Game::register_user(USER_EXTERNAL_ID).unwrap();

// Let the user catch a specimen
Game::user_catch_specific_specimen(&user, SPECIES_ID).unwrap();

// Fetch the fishing history of the user with the given species ID
let history_entry = Game::user_get_fishing_history(&user, SPECIES_ID).unwrap();
assert_eq!(history_entry.species_id, SPECIES_ID);
assert_eq!(history_entry.user_id, user.id);
assert_eq!(history_entry.caught_count, 1);
assert_eq!(history_entry.sold_count, 0);

// Trying to fetch the fishing history with a species the user didn't catch yet
let error = Game::user_get_fishing_history(&user, SPECIES_ID + 1).unwrap_err();
if let Some(resource_error) = error.as_resource_error() {
    assert!(resource_error.is_no_fishing_history());
    assert_eq!(resource_error.get_external_id(), Some(USER_EXTERNAL_ID));
    assert_eq!(resource_error.get_species_id(), Some(SPECIES_ID + 1));
} else {
    panic!("{:?}", error);
}
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fn get_location_data(location_id: i32) -> GameResult<Arc<LocationData>>

Get location data for the specified location ID.

§Arguments
  • location_id: The ID of the location to get the data of.
§Returns

Result<Arc<LocationData, Global>, GameError>

  • The location data, if the location with the given ID exists
  • An error, if no location with the given ID exists
§Examples
use std::collections::HashMap;
use fish_lib::config::Config;
use fish_lib::game::prelude::*;
use fish_lib::{set_config, setup_test};
use fish_lib::data::location_data::LocationData;
setup_test();

const LOCATION_ID: i32 = 1;
const LOCATION_NAME: &str = "Central Europe";

// Define some location data
let location_data = LocationData {
    name: LOCATION_NAME.to_string(),
    ..Default::default()
};
let location_data_map = HashMap::from([(LOCATION_ID, location_data)]);

// Add the location data to the config
let config = Config::builder().locations(location_data_map).build();
set_config(config);

// Finding the location data
let found_location_data = Game::get_location_data(LOCATION_ID).unwrap();
assert_eq!(&found_location_data.name, LOCATION_NAME);

// Searching for non-existent location data
let error = Game::get_location_data(LOCATION_ID + 1).unwrap_err();
if let Some(resource_error) = error.as_resource_error() {
    assert!(resource_error.is_location_not_found());
    assert_eq!(resource_error.get_location_id(), Some(LOCATION_ID + 1));
} else {
    panic!("{:?}", error);
}
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fn get_species_data(species_id: i32) -> GameResult<Arc<SpeciesData>>

Get species data for the specified species ID.

§Arguments
  • species_id: The ID of the species to get the data of.
§Returns

Result<Arc<SpeciesData, Global>, GameError>

  • The species data, if the species with the given ID exists
  • An error, if no species with the given ID exists
§Examples
use std::collections::HashMap;
use fish_lib::config::Config;
use fish_lib::data::species_data::SpeciesData;
use fish_lib::game::prelude::*;
use fish_lib::{set_config, setup_test};
setup_test();

const SPECIES_ID: i32 = 1;
const SPECIES_NAME: &str = "Salmon";

// Define some species data
let species_data = SpeciesData {
    name: SPECIES_NAME.to_string(),
    ..Default::default()
};
let species_data_map = HashMap::from([(SPECIES_ID, species_data)]);

// Add the species data to the config
let config = Config::builder().species(species_data_map).build();
set_config(config);

// Finding the species data
let found_species_data = Game::get_species_data(SPECIES_ID).unwrap();
assert_eq!(&found_species_data.name, SPECIES_NAME);

// Searching for non-existent species data
let error = Game::get_species_data(SPECIES_ID + 1).unwrap_err();
if let Some(resource_error) = error.as_resource_error() {
    assert!(resource_error.is_species_not_found());
    assert_eq!(resource_error.get_species_id(), Some(SPECIES_ID + 1));
} else {
    panic!("{:?}", error);
}

Auto Trait Implementations§

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impl Freeze for Game

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impl RefUnwindSafe for Game

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impl Send for Game

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impl Sync for Game

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impl Unpin for Game

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impl UnwindSafe for Game

Blanket Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T> IntoSql for T

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fn into_sql<T>(self) -> Self::Expression

Convert self to an expression for Diesel’s query builder. Read more
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fn as_sql<'a, T>(&'a self) -> <&'a Self as AsExpression<T>>::Expression
where &'a Self: AsExpression<T>, T: SqlType + TypedExpressionType,

Convert &self to an expression for Diesel’s query builder. Read more
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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
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impl<V, T> VZip<V> for T
where V: MultiLane<T>,

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fn vzip(self) -> V