veloren/common/src/character.rs
Marcel Märtens c212de00c2 updated dependencies and fixed stuff
- replace serde_derive by feature of serde
   incl. source code modifications to compile
 - reduce futures-timer to "2.0" to be same as async_std
 - update notify
 - removed mio, bincode and lz4 compress in common as networking is now in own crate
   btw there is a better lz4 compress crate, which is newer than 2017
 - update prometheus to 0.9
 - can't update uvth yet due to usues
 - hashbrown to 7.2 to only need a single version
 - libsqlite3 update
 - image didn't change as there is a problem with `image 0.23`
 - switch old directories with newer directories-next
 - no num upgrade as we still depend on num 0.2 anyways
 - rodio and cpal upgrade
 - const-tewaker update
 - dispatch (untested) update
 - git2 update
 - iterations update
2020-07-07 09:43:49 +02:00

38 lines
1.4 KiB
Rust

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