mirror of
https://git.neonteam.dev/amizing/robinsr.git
synced 2025-03-12 03:28:30 -04:00
411 lines
12 KiB
Rust
411 lines
12 KiB
Rust
use std::collections::HashMap;
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use lazy_static::lazy_static;
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use scene_entity_info::Entity;
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use tokio::sync::Mutex;
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use crate::{
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net::tools::{AvatarJson, FreesrData, Position},
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tools::resources::GAME_RES,
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util::{self},
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};
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use super::*;
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pub async fn on_get_cur_scene_info_cs_req(
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session: &mut PlayerSession,
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_body: &GetCurSceneInfoCsReq,
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res: &mut GetCurSceneInfoScRsp,
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) {
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let mut player = FreesrData::load().await;
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let entry = player.scene.entry_id;
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let scene = load_scene(session, &mut player, entry, false, Option::<u32>::None).await;
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res.scene = if let Ok(scene) = scene {
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Some(scene)
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} else {
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Some(SceneInfo {
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game_mode_type: 3,
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entry_id: player.scene.entry_id,
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plane_id: player.scene.plane_id,
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floor_id: player.scene.floor_id,
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..Default::default()
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})
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};
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}
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pub async fn on_enter_scene_cs_req(
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session: &mut PlayerSession,
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req: &EnterSceneCsReq,
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res: &mut EnterSceneScRsp,
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) {
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let mut player = FreesrData::load().await;
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if load_scene(
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session,
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&mut player,
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req.entry_id,
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true,
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Some(req.teleport_id),
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)
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.await
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.is_err()
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{
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res.retcode = Retcode::RetSceneEntryIdNotMatch as u32;
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};
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}
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pub async fn on_get_scene_map_info_cs_req(
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_sesison: &mut PlayerSession,
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req: &GetSceneMapInfoCsReq,
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res: &mut GetSceneMapInfoScRsp,
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) {
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for floor_id in &req.floor_id_list {
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let mut map_info = MazeMapData {
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retcode: 0,
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unlocked_chest_list: vec![
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MazeChest {
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map_info_chest_type: MapInfoChestType::Normal.into(),
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..Default::default()
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},
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MazeChest {
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map_info_chest_type: MapInfoChestType::Puzzle.into(),
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..Default::default()
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},
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MazeChest {
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map_info_chest_type: MapInfoChestType::Challenge.into(),
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..Default::default()
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},
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],
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floor_id: *floor_id,
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..Default::default()
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};
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for i in 0..100 {
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map_info.lighten_section_list.push(i)
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}
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let group_config = GAME_RES
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.map_default_entrance_map
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.get(floor_id)
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.and_then(|v| {
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GAME_RES
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.level_output_configs
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.get(v)
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.and_then(|v| v.iter().next())
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});
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if let Some((_, group_config)) = group_config {
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for (group_id, group) in group_config.scenes.iter() {
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map_info.maze_group_list.push(MazeGroup {
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group_id: *group_id,
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..Default::default()
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});
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for teleport in group.teleports.keys() {
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map_info.unlocked_teleport_list.push(*teleport)
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}
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for prop in &group.props {
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map_info.maze_prop_list.push(MazeProp {
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group_id: prop.group_id,
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state: prop.prop_state,
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config_id: prop.inst_id,
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});
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}
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}
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}
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res.map_list.push(map_info)
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}
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}
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lazy_static! {
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static ref NEXT_SCENE_SAVE: Mutex<u64> = Mutex::new(0);
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}
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pub async fn on_scene_entity_move_cs_req(
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_session: &mut PlayerSession,
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req: &SceneEntityMoveCsReq,
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_res: &mut SceneEntityMoveScRsp,
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) {
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let mut player = FreesrData::load().await;
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let mut timestamp = NEXT_SCENE_SAVE.lock().await;
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if util::cur_timestamp_ms() <= *timestamp {
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return;
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}
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// save every 5 sec
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*timestamp = util::cur_timestamp_ms() + (5 * 1000);
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for entity in &req.entity_motion_list {
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if entity.entity_id != 0 {
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continue;
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}
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if let Some(motion) = &entity.motion {
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if let Some(pos) = &motion.pos {
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player.position.x = pos.x;
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player.position.y = pos.y;
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player.position.z = pos.z;
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}
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if let Some(rot) = &motion.rot {
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player.position.rot_y = rot.y;
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}
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}
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}
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player.save().await;
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}
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pub async fn on_get_entered_scene_cs_req(
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_session: &mut PlayerSession,
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_req: &GetEnteredSceneCsReq,
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res: &mut GetEnteredSceneScRsp,
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) {
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res.entered_scene_info = GAME_RES
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.level_output_configs
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.iter()
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.flat_map(|(_, v)| {
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v.iter()
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.filter(|(_, v)| v.is_entered_scene_info)
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.map(|(k, _)| {
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let split: Vec<_> = k.split("_").collect();
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let plane_id = &split[0][1..];
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let floor_id = &split[1][1..];
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EnteredSceneInfo {
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floor_id: floor_id.parse().unwrap(),
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plane_id: plane_id.parse().unwrap(),
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}
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})
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.collect::<Vec<_>>()
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})
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.collect::<Vec<_>>();
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}
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async fn load_scene(
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session: &mut PlayerSession,
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json: &mut FreesrData,
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entry_id: u32,
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is_enter_scene: bool,
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teleport_id: Option<u32>,
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) -> Result<SceneInfo> {
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let (name, scene) = GAME_RES
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.level_output_configs
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.get(&entry_id)
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.and_then(|v| v.iter().next())
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.ok_or_else(|| {
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tracing::error!("Map Entrance Not Found {}", entry_id);
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anyhow::format_err!("Map Entrance Not Found {}", entry_id)
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})?;
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let split: Vec<_> = name.split("_").collect();
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let plane_id = split[0][1..].parse::<u32>()?;
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let floor_id = split[1][1..].parse::<u32>()?;
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let mut json_pos = json.position.clone();
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if let Some(teleport_id) = teleport_id {
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if let Some(teleport) = scene
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.scenes
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.iter()
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.find_map(|(_, v)| v.teleports.get(&teleport_id))
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{
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json_pos.x = teleport.pos.x;
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json_pos.y = teleport.pos.y;
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json_pos.z = teleport.pos.z;
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json_pos.rot_y = teleport.rot.y;
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} else if let Some((_, teleport)) = scene
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.scenes
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.iter()
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.find_map(|v| v.1.teleports.iter().next())
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{
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json_pos.x = teleport.pos.x;
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json_pos.y = teleport.pos.y;
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json_pos.z = teleport.pos.z;
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json_pos.rot_y = teleport.rot.y;
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}
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}
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let mut scene_info = SceneInfo {
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floor_id,
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plane_id,
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entry_id,
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game_mode_type: scene.plane_type,
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leader_entity_id: 1,
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world_id: if scene.world_id == 100 {
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501
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} else {
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scene.world_id
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},
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..Default::default()
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};
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let lineup_info = AvatarJson::to_lineup_info(&json.lineups);
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let player_pos = MotionInfo {
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rot: Some(Vector {
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x: 0,
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y: json_pos.rot_y,
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z: 0,
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}),
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pos: Some(Vector {
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x: json_pos.x,
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y: json_pos.y,
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z: json_pos.z,
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}),
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};
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let mut loaded_npc: Vec<u32> = vec![];
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let mut prop_entity_id = 1_000;
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let mut npc_entity_id = 20_000;
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let mut monster_entity_id = 30_000;
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for (group_id, group) in &scene.scenes {
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let mut group_info = SceneEntityGroupInfo {
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group_id: *group_id,
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..Default::default()
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};
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// Load Props
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for prop in &group.props {
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prop_entity_id += 1;
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let prop_position = Position {
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x: (prop.pos.x),
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y: (prop.pos.y),
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z: (prop.pos.z),
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rot_y: (prop.rot.y),
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};
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let entity_info = SceneEntityInfo {
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inst_id: prop.inst_id,
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group_id: prop.group_id,
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motion: Some(prop_position.to_motion()),
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entity: Some(Entity::Prop(ScenePropInfo {
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prop_state: prop.prop_state,
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prop_id: prop.prop_id,
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..Default::default()
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})),
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entity_id: prop_entity_id,
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};
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group_info.entity_list.push(entity_info);
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}
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// Load NPCs
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for npc in &group.npcs {
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if loaded_npc.contains(&(npc.npc_id)) || json.avatars.contains_key(&(npc.npc_id)) {
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continue;
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}
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npc_entity_id += 1;
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loaded_npc.push(npc.npc_id);
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let npc_position = Position {
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x: npc.pos.x,
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y: npc.pos.y,
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z: npc.pos.z,
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rot_y: npc.rot.y,
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};
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let info = SceneEntityInfo {
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inst_id: npc.inst_id,
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group_id: npc.group_id,
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entity_id: npc_entity_id,
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motion: Some(npc_position.to_motion()),
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entity: Some(Entity::Npc(SceneNpcInfo {
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npc_id: npc.npc_id,
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..Default::default()
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})),
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};
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group_info.entity_list.push(info);
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}
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// Load Monsters
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for monster in &group.monsters {
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monster_entity_id += 1;
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let monster_position = Position {
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x: monster.pos.x,
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y: monster.pos.y,
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z: monster.pos.z,
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rot_y: monster.rot.y,
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};
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let npc_monster = SceneNpcMonsterInfo {
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monster_id: monster.monster_id,
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event_id: monster.event_id,
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world_level: 6,
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..Default::default()
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};
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let info = SceneEntityInfo {
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inst_id: monster.inst_id,
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group_id: monster.group_id,
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entity_id: monster_entity_id,
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motion: Some(monster_position.to_motion()),
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entity: Some(Entity::NpcMonster(npc_monster)),
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};
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group_info.entity_list.push(info);
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}
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// TODO: for now don't load group that have nothing in it
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if group.props.is_empty() && group.npcs.is_empty() && group.monsters.is_empty() {
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continue;
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}
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scene_info.entity_group_list.push(group_info);
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scene_info.group_state_list.push(SceneGroupState {
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group_id: *group_id,
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is_default: true,
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state: 0,
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});
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}
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// load player entity
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scene_info.entity_group_list.push(SceneEntityGroupInfo {
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state: 0,
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group_id: 0,
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gbnnlkibhon: HashMap::new(),
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entity_list: json
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.lineups
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.iter()
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.map(|(slot, avatar_id)| SceneEntityInfo {
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inst_id: 0,
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entity_id: (*slot) + 1,
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motion: Some(player_pos.clone()),
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entity: Some(Entity::Actor(SceneActorInfo {
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avatar_type: AvatarType::AvatarFormalType.into(),
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base_avatar_id: *avatar_id,
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map_layer: 0,
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uid: 25,
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})),
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..Default::default()
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})
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.collect(),
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});
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if is_enter_scene {
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session
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.send(EnterSceneByServerScNotify {
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scene: Some(scene_info.clone()),
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lineup: Some(lineup_info),
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..Default::default()
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})
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.await?;
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json.scene.entry_id = entry_id;
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json.scene.floor_id = floor_id;
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json.scene.plane_id = plane_id;
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json.position.x = json_pos.x;
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json.position.y = json_pos.y;
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json.position.z = json_pos.z;
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json.position.rot_y = json_pos.rot_y;
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json.save().await;
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}
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Ok(scene_info)
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}
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