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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::military::maneuver::ManeuverDirection;
11use crate::player::{Player, PlayerId, PlayerManager, PlayerStatus};
12use crate::report::ReportId;
13use crate::resources::maintenance::Maintenance;
14use crate::ruler::Ruler;
15use crate::world::World;
16
17impl World {
18  #[inline]
19  pub fn player_manager(&self) -> &PlayerManager {
20    &self.player_manager
21  }
22
23  #[inline]
24  pub fn player(&self, id: &PlayerId) -> Result<&Player> {
25    self.player_manager.player(id)
26  }
27
28  #[inline]
29  pub(crate) fn player_mut(&mut self, id: &PlayerId) -> Result<&mut Player> {
30    self.player_manager.player_mut(id)
31  }
32
33  pub fn players(&self) -> impl Iterator<Item = &Player> {
34    self.player_manager.players()
35  }
36
37  #[inline]
38  pub fn get_player_maintenance(&self, player: &PlayerId) -> Result<Maintenance> {
39    self.get_maintenance(player)
40  }
41
42  pub fn get_player_military(&self, player: &PlayerId) -> Result<Military> {
43    let ruler = Ruler::from(player);
44    let coords = self.continent.coords_of(player);
45    let mut military = self.military.intersection(coords)?;
46
47    military.retain_maneuvers(|maneuver| {
48      // Should not include foreign armies returning home.
49      if let ManeuverDirection::Returning = maneuver.direction() {
50        self
51          .military
52          .army(maneuver.army())
53          .is_ok_and(|army| army.is_owned_by(&ruler))
54      } else {
55        true
56      }
57    });
58
59    Ok(military)
60  }
61
62  pub fn get_player_reports(&self, player: &PlayerId) -> Vec<ReportId> {
63    self
64      .report_manager
65      .reports_of(player)
66      .collect()
67  }
68
69  #[inline]
70  pub fn has_player(&self, id: &PlayerId) -> bool {
71    self.player_manager.has(id)
72  }
73
74  pub fn has_any_active_player(&self) -> bool {
75    self
76      .player_manager
77      .players()
78      .any(Player::is_active)
79  }
80
81  pub fn set_player_status(&mut self, id: &PlayerId, status: PlayerStatus) -> Result<()> {
82    *self
83      .player_manager
84      .player_mut(id)?
85      .status_mut() = status;
86
87    self.emit_player_updated(id.clone())?;
88
89    Ok(())
90  }
91
92  pub fn spawn_player(&mut self, mut player: Player) -> Result<()> {
93    let id = player.id();
94    if self.has_player(&id) {
95      Err(Error::PlayerAlreadySpawned(id))
96    } else {
97      let (coord, field) = self.find_spawn_point()?;
98      *field = City::builder(coord)
99        .name(&*id)
100        .owner(&id)
101        .build()
102        .into();
103
104      *player.status_mut() = PlayerStatus::Active;
105      self.player_manager.manage(player)?;
106
107      self.emit_public_city_updated(coord)?;
108
109      Ok(())
110    }
111  }
112}