Skip to main content

nil_core/world/player/
mod.rs

1// Copyright (C) Call of Nil contributors
2// SPDX-License-Identifier: AGPL-3.0-only
3
4#[cfg(test)]
5mod tests;
6
7use crate::city::City;
8use crate::error::{Error, Result};
9use crate::military::Military;
10use crate::player::{Player, PlayerId, PlayerManager, PlayerStatus};
11use crate::report::ReportId;
12use crate::resources::maintenance::Maintenance;
13use crate::world::World;
14
15impl World {
16  #[inline]
17  pub fn player_manager(&self) -> &PlayerManager {
18    &self.player_manager
19  }
20
21  #[inline]
22  pub fn player(&self, id: &PlayerId) -> Result<&Player> {
23    self.player_manager.player(id)
24  }
25
26  #[inline]
27  pub(crate) fn player_mut(&mut self, id: &PlayerId) -> Result<&mut Player> {
28    self.player_manager.player_mut(id)
29  }
30
31  pub fn players(&self) -> impl Iterator<Item = &Player> {
32    self.player_manager.players()
33  }
34
35  #[inline]
36  pub fn get_player_maintenance(&self, player: &PlayerId) -> Result<Maintenance> {
37    self.get_maintenance(player)
38  }
39
40  pub fn get_player_military(&self, player: &PlayerId) -> Result<Military> {
41    let coords = self.continent.coords_of(player);
42    self.military.intersection(coords)
43  }
44
45  pub fn get_player_reports(&self, player: &PlayerId) -> Vec<ReportId> {
46    self.report.reports_of(player).collect()
47  }
48
49  #[inline]
50  pub fn has_player(&self, id: &PlayerId) -> bool {
51    self.player_manager.has(id)
52  }
53
54  pub fn has_any_active_player(&self) -> bool {
55    self
56      .player_manager
57      .players()
58      .any(Player::is_active)
59  }
60
61  pub fn set_player_status(&mut self, id: &PlayerId, status: PlayerStatus) -> Result<()> {
62    *self
63      .player_manager
64      .player_mut(id)?
65      .status_mut() = status;
66
67    self.emit_player_updated(id.clone());
68
69    Ok(())
70  }
71
72  pub fn spawn_player(&mut self, mut player: Player) -> Result<()> {
73    let id = player.id();
74    if self.has_player(&id) {
75      Err(Error::PlayerAlreadySpawned(id))
76    } else {
77      let (coord, field) = self.find_spawn_point()?;
78      *field = City::builder(coord)
79        .name(&*id)
80        .owner(&id)
81        .build()
82        .into();
83
84      *player.status_mut() = PlayerStatus::Active;
85      self.player_manager.manage(player);
86
87      self.emit_public_city_updated(coord);
88
89      Ok(())
90    }
91  }
92}