2020-06-16 01:00:32 +00:00
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//! Structs representing a playable Character
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2020-05-09 15:41:25 +00:00
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use crate::comp;
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2020-07-06 14:23:08 +00:00
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use serde::{Deserialize, Serialize};
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2020-05-09 15:41:25 +00:00
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/// The limit on how many characters that a player can have
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pub const MAX_CHARACTERS_PER_PLAYER: usize = 8;
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2020-06-04 11:44:33 +00:00
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// TODO: Since loadout persistence came a few weeks after character persistence,
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// we stored their main weapon in the `tool` field here. While loadout
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// persistence is still new, saved characters may not have an associated loadout
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// entry in the DB, so we use this `tool` field to create an entry the first
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// time they enter the game.
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//
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// Once we are happy that all characters have a loadout, or we manually
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// update/delete those that don't, it's no longer necessary and we can
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// remove this from here, as well as in the DB schema and persistence code.
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2020-06-16 01:00:32 +00:00
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/// The minimum character data we need to create a new character on the server.
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/// The `tool` field was historically used to persist the character's weapon
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/// before Loadouts were persisted, and will be removed in the future.
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#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
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2020-05-09 15:41:25 +00:00
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pub struct Character {
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pub id: Option<i32>,
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pub alias: String,
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2020-06-04 11:44:33 +00:00
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pub tool: Option<String>,
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2020-05-09 15:41:25 +00:00
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}
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2020-06-16 01:00:32 +00:00
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/// Data needed to render a single character item in the character list
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/// presented during character selection.
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#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
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2020-05-09 15:41:25 +00:00
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pub struct CharacterItem {
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pub character: Character,
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2020-05-11 10:06:53 +00:00
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pub body: comp::Body,
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pub level: usize,
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2020-06-04 11:44:33 +00:00
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pub loadout: comp::Loadout,
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2020-05-11 10:06:53 +00:00
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}
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