veloren/server/src/persistence/models.rs

413 lines
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extern crate serde_json;
use super::schema::{body, character, inventory, loadout, stats};
use crate::comp;
use common::character::Character as CharacterData;
use diesel::sql_types::Text;
use serde::{Deserialize, Serialize};
use tracing::warn;
/// The required elements to build comp::Stats from database data
pub struct StatsJoinData<'a> {
pub alias: &'a str,
pub body: &'a comp::Body,
pub stats: &'a Stats,
}
/// `Character` represents a playable character belonging to a player
#[derive(Identifiable, Queryable, Debug)]
#[table_name = "character"]
pub struct Character {
pub id: i32,
pub player_uuid: String,
pub alias: String,
pub tool: Option<String>,
}
#[derive(Insertable)]
#[table_name = "character"]
pub struct NewCharacter<'a> {
pub player_uuid: &'a str,
pub alias: &'a str,
pub tool: Option<&'a str>,
}
impl From<&Character> for CharacterData {
fn from(character: &Character) -> CharacterData {
CharacterData {
id: Some(character.id),
alias: String::from(&character.alias),
tool: character.tool.clone(),
}
}
}
/// `Body` represents the body variety for a character, which has a one-to-one
/// relationship with Characters. This data is set during player creation, and
/// while there is currently no in-game functionality to modify it, it will
/// likely be added in the future.
#[derive(Associations, Identifiable, Queryable, Debug, Insertable)]
#[belongs_to(Character)]
#[primary_key(character_id)]
#[table_name = "body"]
pub struct Body {
pub character_id: i32,
pub species: i16,
pub body_type: i16,
pub hair_style: i16,
pub beard: i16,
pub eyes: i16,
pub accessory: i16,
pub hair_color: i16,
pub skin: i16,
pub eye_color: i16,
}
impl From<&Body> for comp::Body {
fn from(body: &Body) -> comp::Body {
comp::Body::Humanoid(comp::humanoid::Body {
species: comp::humanoid::ALL_SPECIES[body.species as usize],
body_type: comp::humanoid::ALL_BODY_TYPES[body.body_type as usize],
hair_style: body.hair_style as u8,
beard: body.beard as u8,
eyes: body.eyes as u8,
accessory: body.accessory as u8,
hair_color: body.hair_color as u8,
skin: body.skin as u8,
eye_color: body.eye_color as u8,
})
}
}
/// `Stats` represents the stats for a character, and have a one-to-one
/// relationship with `Character`.
#[derive(Associations, AsChangeset, Identifiable, Queryable, Debug, Insertable)]
#[belongs_to(Character)]
#[primary_key(character_id)]
#[table_name = "stats"]
pub struct Stats {
pub character_id: i32,
pub level: i32,
pub exp: i32,
pub endurance: i32,
pub fitness: i32,
pub willpower: i32,
pub skills: SkillSetData,
}
impl From<StatsJoinData<'_>> for comp::Stats {
fn from(data: StatsJoinData) -> comp::Stats {
let level = data.stats.level as u32;
let mut base_stats = comp::Stats::new(String::from(data.alias), *data.body);
base_stats.level.set_level(level);
base_stats.exp.update_maximum(level);
base_stats.exp.set_current(data.stats.exp as u32);
base_stats.update_max_hp(base_stats.body_type);
base_stats
.health
.set_to(base_stats.health.maximum(), comp::HealthSource::Revive);
base_stats.endurance = data.stats.endurance as u32;
base_stats.fitness = data.stats.fitness as u32;
base_stats.willpower = data.stats.willpower as u32;
base_stats.skill_set = data.stats.skills.0.clone();
base_stats
}
}
#[derive(AsChangeset, Debug, PartialEq)]
#[primary_key(character_id)]
#[table_name = "stats"]
pub struct StatsUpdate {
pub level: i32,
pub exp: i32,
pub endurance: i32,
pub fitness: i32,
pub willpower: i32,
pub skills: SkillSetData,
}
impl From<&comp::Stats> for StatsUpdate {
fn from(stats: &comp::Stats) -> StatsUpdate {
StatsUpdate {
level: stats.level.level() as i32,
exp: stats.exp.current() as i32,
endurance: stats.endurance as i32,
fitness: stats.fitness as i32,
willpower: stats.willpower as i32,
skills: SkillSetData(stats.skill_set.clone()),
}
}
}
/// A wrapper type for the SkillSet of a character used to serialise to and from
/// JSON If the column contains malformed JSON, a default skillset is returned
#[derive(AsExpression, Debug, Deserialize, Serialize, PartialEq, FromSqlRow)]
#[sql_type = "Text"]
pub struct SkillSetData(pub comp::SkillSet);
impl<DB> diesel::deserialize::FromSql<Text, DB> for SkillSetData
where
DB: diesel::backend::Backend,
String: diesel::deserialize::FromSql<Text, DB>,
{
fn from_sql(
bytes: Option<&<DB as diesel::backend::Backend>::RawValue>,
) -> diesel::deserialize::Result<Self> {
let t = String::from_sql(bytes)?;
match serde_json::from_str(&t) {
Ok(data) => Ok(Self(data)),
Err(e) => {
warn!(?e, "Failed to deserialize skill set data");
Ok(Self(comp::SkillSet::default()))
},
}
}
}
impl<DB> diesel::serialize::ToSql<Text, DB> for SkillSetData
where
DB: diesel::backend::Backend,
{
fn to_sql<W: std::io::Write>(
&self,
out: &mut diesel::serialize::Output<W, DB>,
) -> diesel::serialize::Result {
let s = serde_json::to_string(&self.0)?;
<String as diesel::serialize::ToSql<Text, DB>>::to_sql(&s, out)
}
}
/// Inventory storage and conversion. Inventories have a one-to-one relationship
/// with characters.
///
/// We store inventory rows as a (character_id, json) tuples, where the json is
/// a serialised Inventory component.
#[derive(Associations, AsChangeset, Identifiable, Queryable, Debug, Insertable)]
#[belongs_to(Character)]
#[primary_key(character_id)]
#[table_name = "inventory"]
pub struct Inventory {
character_id: i32,
items: InventoryData,
}
/// A wrapper type for Inventory components used to serialise to and from JSON
/// If the column contains malformed JSON, a default inventory is returned
#[derive(SqlType, AsExpression, Debug, Deserialize, Serialize, FromSqlRow, PartialEq)]
#[sql_type = "Text"]
pub struct InventoryData(comp::Inventory);
impl<DB> diesel::deserialize::FromSql<Text, DB> for InventoryData
where
DB: diesel::backend::Backend,
String: diesel::deserialize::FromSql<Text, DB>,
{
fn from_sql(
bytes: Option<&<DB as diesel::backend::Backend>::RawValue>,
) -> diesel::deserialize::Result<Self> {
let t = String::from_sql(bytes)?;
serde_json::from_str(&t).map_err(Box::from)
}
}
impl<DB> diesel::serialize::ToSql<Text, DB> for InventoryData
where
DB: diesel::backend::Backend,
{
fn to_sql<W: std::io::Write>(
&self,
out: &mut diesel::serialize::Output<W, DB>,
) -> diesel::serialize::Result {
let s = serde_json::to_string(&self.0)?;
<String as diesel::serialize::ToSql<Text, DB>>::to_sql(&s, out)
}
}
impl From<(i32, comp::Inventory)> for Inventory {
fn from(data: (i32, comp::Inventory)) -> Inventory {
let (character_id, inventory) = data;
Inventory {
character_id,
items: InventoryData(inventory),
}
}
}
impl From<Inventory> for comp::Inventory {
fn from(inventory: Inventory) -> comp::Inventory { inventory.items.0 }
}
#[derive(AsChangeset, Debug, PartialEq)]
#[primary_key(character_id)]
#[table_name = "inventory"]
pub struct InventoryUpdate {
pub items: InventoryData,
}
impl From<&comp::Inventory> for InventoryUpdate {
fn from(inventory: &comp::Inventory) -> InventoryUpdate {
InventoryUpdate {
items: InventoryData(inventory.clone()),
}
}
}
/// Loadout holds the armor and weapons owned by a character. This data is
/// seperate from the inventory. At the moment, characters have a single Loadout
/// which is loaded with their character data, however there are plans for each
/// character to have multiple Loadouts which they can switch between during
/// gameplay. Due to this Loadouts have a many to one relationship with
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/// characters, and a distinct `id`.
#[derive(Associations, Queryable, Debug, Identifiable)]
#[belongs_to(Character)]
#[primary_key(id)]
#[table_name = "loadout"]
pub struct Loadout {
pub id: i32,
pub character_id: i32,
pub items: LoadoutData,
}
/// A wrapper type for Loadout components used to serialise to and from JSON
/// If the column contains malformed JSON, a default loadout is returned, with
/// the starter sword set as the main weapon
#[derive(SqlType, AsExpression, Debug, Deserialize, Serialize, FromSqlRow, PartialEq)]
#[sql_type = "Text"]
pub struct LoadoutData(comp::Loadout);
impl<DB> diesel::deserialize::FromSql<Text, DB> for LoadoutData
where
DB: diesel::backend::Backend,
String: diesel::deserialize::FromSql<Text, DB>,
{
fn from_sql(
bytes: Option<&<DB as diesel::backend::Backend>::RawValue>,
) -> diesel::deserialize::Result<Self> {
let t = String::from_sql(bytes)?;
serde_json::from_str(&t).map_err(Box::from)
}
}
impl<DB> diesel::serialize::ToSql<Text, DB> for LoadoutData
where
DB: diesel::backend::Backend,
{
fn to_sql<W: std::io::Write>(
&self,
out: &mut diesel::serialize::Output<W, DB>,
) -> diesel::serialize::Result {
let s = serde_json::to_string(&self.0)?;
<String as diesel::serialize::ToSql<Text, DB>>::to_sql(&s, out)
}
}
impl From<&Loadout> for comp::Loadout {
fn from(loadout: &Loadout) -> comp::Loadout { loadout.items.0.clone() }
}
#[derive(Insertable, PartialEq, Debug)]
#[table_name = "loadout"]
pub struct NewLoadout {
pub character_id: i32,
pub items: LoadoutData,
}
impl From<(i32, &comp::Loadout)> for NewLoadout {
fn from(data: (i32, &comp::Loadout)) -> NewLoadout {
let (character_id, loadout) = data;
NewLoadout {
character_id,
items: LoadoutData(loadout.clone()),
}
}
}
#[derive(Insertable, PartialEq, Debug, AsChangeset)]
#[table_name = "loadout"]
pub struct LoadoutUpdate {
pub character_id: i32,
pub items: LoadoutData,
}
impl From<(i32, &comp::Loadout)> for LoadoutUpdate {
fn from(data: (i32, &comp::Loadout)) -> LoadoutUpdate {
let (character_id, loadout) = data;
LoadoutUpdate {
character_id,
items: LoadoutData(loadout.clone()),
}
}
}
#[cfg(test)]
mod tests {
use super::*;
use crate::comp;
#[test]
fn stats_update_from_stats() {
let mut stats = comp::Stats::new(
String::from("Test"),
comp::Body::Humanoid(comp::humanoid::Body::random()),
);
stats.level.set_level(2);
stats.exp.set_current(20);
stats.endurance = 2;
stats.fitness = 3;
stats.willpower = 4;
assert_eq!(StatsUpdate::from(&stats), StatsUpdate {
level: 2,
exp: 20,
endurance: 2,
fitness: 3,
willpower: 4,
skills: SkillSetData(stats.skill_set)
})
}
#[test]
fn loads_stats_with_correct_level() {
let data = StatsJoinData {
alias: "test",
body: &comp::Body::from(&Body {
character_id: 0,
species: 0,
body_type: comp::humanoid::BodyType::Female as i16,
hair_style: 0,
beard: 0,
eyes: 0,
accessory: 0,
hair_color: 0,
skin: 0,
eye_color: 0,
}),
stats: &Stats {
character_id: 0,
level: 3,
exp: 70,
endurance: 0,
fitness: 2,
willpower: 3,
skills: SkillSetData(comp::SkillSet::new()),
},
};
let stats = comp::Stats::from(data);
assert_eq!(stats.level.level(), 3);
assert_eq!(stats.exp.current(), 70);
}
}