Close DDD cleanup and tests-support closure

This commit is contained in:
2026-04-30 16:15:05 +08:00
parent 7ab0933f6d
commit fd08262bf0
81 changed files with 8415 additions and 6662 deletions

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@@ -1,3 +1,177 @@
//! 运行时物品应用编排过渡落位
//! 运行时物品应用编排。
//!
//! 这里只返回奖励结果、记录快照和待写入背包事件。
use crate::commands::TreasureResolveInput;
use crate::domain::{
RuntimeItemEquipmentSlot, RuntimeItemRewardItemRarity, RuntimeItemRewardItemSnapshot,
TreasureRecordSnapshot,
};
use crate::errors::TreasureFieldError;
use module_inventory::{
InventoryEquipmentSlot, InventoryItemRarity, InventoryItemSnapshot, InventoryItemSourceKind,
};
use serde::{Deserialize, Serialize};
use shared_kernel::{
normalize_optional_string as normalize_shared_optional_string, normalize_required_string,
normalize_string_list as normalize_shared_string_list,
};
#[cfg(feature = "spacetime-types")]
use spacetimedb::SpacetimeType;
#[cfg_attr(feature = "spacetime-types", derive(SpacetimeType))]
#[derive(Clone, Debug, PartialEq, Eq, Serialize, Deserialize)]
pub struct TreasureRecordProcedureResult {
pub ok: bool,
pub record: Option<TreasureRecordSnapshot>,
pub error_message: Option<String>,
}
pub fn build_treasure_record_snapshot(
input: TreasureResolveInput,
) -> Result<TreasureRecordSnapshot, TreasureFieldError> {
validate_treasure_input(&input)?;
Ok(TreasureRecordSnapshot {
treasure_record_id: input.treasure_record_id,
runtime_session_id: input.runtime_session_id,
story_session_id: input.story_session_id,
actor_user_id: input.actor_user_id,
encounter_id: input.encounter_id,
encounter_name: input.encounter_name,
scene_id: normalize_optional_value(input.scene_id),
scene_name: normalize_optional_value(input.scene_name),
action: input.action,
reward_items: input
.reward_items
.into_iter()
.map(normalize_reward_item)
.collect::<Result<Vec<_>, _>>()?,
reward_hp: input.reward_hp,
reward_mana: input.reward_mana,
reward_currency: input.reward_currency,
story_hint: normalize_optional_value(input.story_hint),
created_at_micros: input.created_at_micros,
updated_at_micros: input.updated_at_micros,
})
}
pub fn build_inventory_item_snapshot_from_reward_item(
treasure_record_id: &str,
reward_item: RuntimeItemRewardItemSnapshot,
) -> Result<InventoryItemSnapshot, TreasureFieldError> {
let treasure_record_id = normalize_required_value(
treasure_record_id.to_string(),
TreasureFieldError::MissingTreasureRecordId,
)?;
let reward_item = normalize_reward_item(reward_item)?;
Ok(InventoryItemSnapshot {
item_id: reward_item.item_id,
category: reward_item.category,
name: reward_item.item_name,
description: reward_item.description,
quantity: reward_item.quantity,
rarity: map_reward_item_rarity(reward_item.rarity),
tags: reward_item.tags,
stackable: reward_item.stackable,
stack_key: reward_item.stack_key,
equipment_slot_id: reward_item
.equipment_slot_id
.map(map_reward_item_equipment_slot),
source_kind: InventoryItemSourceKind::TreasureReward,
source_reference_id: Some(treasure_record_id),
})
}
pub fn normalize_reward_item_snapshot(
reward_item: RuntimeItemRewardItemSnapshot,
) -> Result<RuntimeItemRewardItemSnapshot, TreasureFieldError> {
normalize_reward_item(reward_item)
}
fn validate_treasure_input(input: &TreasureResolveInput) -> Result<(), TreasureFieldError> {
if input.treasure_record_id.trim().is_empty() {
return Err(TreasureFieldError::MissingTreasureRecordId);
}
if input.runtime_session_id.trim().is_empty() {
return Err(TreasureFieldError::MissingRuntimeSessionId);
}
if input.story_session_id.trim().is_empty() {
return Err(TreasureFieldError::MissingStorySessionId);
}
if input.actor_user_id.trim().is_empty() {
return Err(TreasureFieldError::MissingActorUserId);
}
if input.encounter_id.trim().is_empty() {
return Err(TreasureFieldError::MissingEncounterId);
}
if input.encounter_name.trim().is_empty() {
return Err(TreasureFieldError::MissingEncounterName);
}
Ok(())
}
fn normalize_optional_value(value: Option<String>) -> Option<String> {
normalize_shared_optional_string(value)
}
fn normalize_reward_item(
mut item: RuntimeItemRewardItemSnapshot,
) -> Result<RuntimeItemRewardItemSnapshot, TreasureFieldError> {
item.item_id = normalize_required_value(item.item_id, TreasureFieldError::MissingRewardItemId)?;
item.category =
normalize_required_value(item.category, TreasureFieldError::MissingRewardItemCategory)?;
item.item_name =
normalize_required_value(item.item_name, TreasureFieldError::MissingRewardItemName)?;
item.description = normalize_optional_value(item.description);
if item.quantity == 0 {
return Err(TreasureFieldError::InvalidRewardItemQuantity);
}
if !item.stackable && item.quantity != 1 {
return Err(TreasureFieldError::RewardNonStackableItemMustStaySingleQuantity);
}
if item.equipment_slot_id.is_some() && item.stackable {
return Err(TreasureFieldError::RewardEquipmentItemCannotStack);
}
item.tags = normalize_string_list(item.tags);
item.stack_key = if item.stackable {
normalize_required_value(
item.stack_key,
TreasureFieldError::MissingRewardItemStackKey,
)?
} else {
normalize_optional_value(Some(item.stack_key)).unwrap_or_else(|| item.item_id.clone())
};
Ok(item)
}
fn normalize_required_value(
value: String,
error: TreasureFieldError,
) -> Result<String, TreasureFieldError> {
normalize_required_string(value).ok_or(error)
}
fn normalize_string_list(values: Vec<String>) -> Vec<String> {
normalize_shared_string_list(values)
}
fn map_reward_item_rarity(rarity: RuntimeItemRewardItemRarity) -> InventoryItemRarity {
match rarity {
RuntimeItemRewardItemRarity::Common => InventoryItemRarity::Common,
RuntimeItemRewardItemRarity::Uncommon => InventoryItemRarity::Uncommon,
RuntimeItemRewardItemRarity::Rare => InventoryItemRarity::Rare,
RuntimeItemRewardItemRarity::Epic => InventoryItemRarity::Epic,
RuntimeItemRewardItemRarity::Legendary => InventoryItemRarity::Legendary,
}
}
fn map_reward_item_equipment_slot(slot: RuntimeItemEquipmentSlot) -> InventoryEquipmentSlot {
match slot {
RuntimeItemEquipmentSlot::Weapon => InventoryEquipmentSlot::Weapon,
RuntimeItemEquipmentSlot::Armor => InventoryEquipmentSlot::Armor,
RuntimeItemEquipmentSlot::Relic => InventoryEquipmentSlot::Relic,
}
}

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@@ -1,3 +1,29 @@
//! 运行时物品写入命令过渡落位
//! 运行时物品写入命令。
//!
//! 用于表达宝箱检查、开启、离开和奖励记录等输入。
use crate::domain::{RuntimeItemRewardItemSnapshot, TreasureInteractionAction};
use serde::{Deserialize, Serialize};
#[cfg(feature = "spacetime-types")]
use spacetimedb::SpacetimeType;
#[cfg_attr(feature = "spacetime-types", derive(SpacetimeType))]
#[derive(Clone, Debug, PartialEq, Eq, Serialize, Deserialize)]
pub struct TreasureResolveInput {
pub treasure_record_id: String,
pub runtime_session_id: String,
pub story_session_id: String,
pub actor_user_id: String,
pub encounter_id: String,
pub encounter_name: String,
pub scene_id: Option<String>,
pub scene_name: Option<String>,
pub action: TreasureInteractionAction,
pub reward_items: Vec<RuntimeItemRewardItemSnapshot>,
pub reward_hp: u32,
pub reward_mana: u32,
pub reward_currency: u32,
pub story_hint: Option<String>,
pub created_at_micros: i64,
pub updated_at_micros: i64,
}

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@@ -1,4 +1,71 @@
//! 运行时物品领域模型过渡落位
//! 运行时物品领域模型。
//!
//! 后续迁移宝箱、奇遇和奖励物品规则时,只保留奖励生成与记录规则;
//! 背包落库由外层事务 adapter 编排。
//! 本文件承载宝箱、奇遇和奖励物品的稳定值对象;背包落库由外层事务 adapter 编排。
use serde::{Deserialize, Serialize};
#[cfg(feature = "spacetime-types")]
use spacetimedb::SpacetimeType;
pub const TREASURE_RECORD_ID_PREFIX: &str = "treasure_";
#[cfg_attr(feature = "spacetime-types", derive(SpacetimeType))]
#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize)]
pub enum TreasureInteractionAction {
Inspect,
Leave,
Secure,
}
#[cfg_attr(feature = "spacetime-types", derive(SpacetimeType))]
#[derive(Clone, Debug, PartialEq, Eq, Serialize, Deserialize)]
pub struct RuntimeItemRewardItemSnapshot {
pub item_id: String,
pub category: String,
pub item_name: String,
pub description: Option<String>,
pub quantity: u32,
pub rarity: RuntimeItemRewardItemRarity,
pub tags: Vec<String>,
pub stackable: bool,
pub stack_key: String,
pub equipment_slot_id: Option<RuntimeItemEquipmentSlot>,
}
#[cfg_attr(feature = "spacetime-types", derive(SpacetimeType))]
#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize)]
pub enum RuntimeItemRewardItemRarity {
Common,
Uncommon,
Rare,
Epic,
Legendary,
}
#[cfg_attr(feature = "spacetime-types", derive(SpacetimeType))]
#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize)]
pub enum RuntimeItemEquipmentSlot {
Weapon,
Armor,
Relic,
}
#[cfg_attr(feature = "spacetime-types", derive(SpacetimeType))]
#[derive(Clone, Debug, PartialEq, Eq, Serialize, Deserialize)]
pub struct TreasureRecordSnapshot {
pub treasure_record_id: String,
pub runtime_session_id: String,
pub story_session_id: String,
pub actor_user_id: String,
pub encounter_id: String,
pub encounter_name: String,
pub scene_id: Option<String>,
pub scene_name: Option<String>,
pub action: TreasureInteractionAction,
pub reward_items: Vec<RuntimeItemRewardItemSnapshot>,
pub reward_hp: u32,
pub reward_mana: u32,
pub reward_currency: u32,
pub story_hint: Option<String>,
pub created_at_micros: i64,
pub updated_at_micros: i64,
}

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@@ -1,3 +1,62 @@
//! 运行时物品领域错误过渡落位
//! 运行时物品领域错误。
//!
//! 错误只表达物品/奇遇规则失败,例如 encounter 缺失或奖励字段非法。
use std::{error::Error, fmt};
#[derive(Clone, Debug, PartialEq, Eq)]
pub enum TreasureFieldError {
MissingTreasureRecordId,
MissingRuntimeSessionId,
MissingStorySessionId,
MissingActorUserId,
MissingEncounterId,
MissingEncounterName,
MissingRewardItemId,
MissingRewardItemCategory,
MissingRewardItemName,
InvalidRewardItemQuantity,
MissingRewardItemStackKey,
RewardEquipmentItemCannotStack,
RewardNonStackableItemMustStaySingleQuantity,
}
impl fmt::Display for TreasureFieldError {
fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
match self {
Self::MissingTreasureRecordId => {
f.write_str("treasure_record.treasure_record_id 不能为空")
}
Self::MissingRuntimeSessionId => {
f.write_str("treasure_record.runtime_session_id 不能为空")
}
Self::MissingStorySessionId => f.write_str("treasure_record.story_session_id 不能为空"),
Self::MissingActorUserId => f.write_str("treasure_record.actor_user_id 不能为空"),
Self::MissingEncounterId => f.write_str("treasure_record.encounter_id 不能为空"),
Self::MissingEncounterName => f.write_str("treasure_record.encounter_name 不能为空"),
Self::MissingRewardItemId => {
f.write_str("treasure_record.reward_items[].item_id 不能为空")
}
Self::MissingRewardItemCategory => {
f.write_str("treasure_record.reward_items[].category 不能为空")
}
Self::MissingRewardItemName => {
f.write_str("treasure_record.reward_items[].item_name 不能为空")
}
Self::InvalidRewardItemQuantity => {
f.write_str("treasure_record.reward_items[].quantity 必须大于 0")
}
Self::MissingRewardItemStackKey => {
f.write_str("treasure_record.reward_items[].stack_key 不能为空")
}
Self::RewardEquipmentItemCannotStack => {
f.write_str("treasure_record.reward_items[] 可装备物品不能标记为 stackable")
}
Self::RewardNonStackableItemMustStaySingleQuantity => {
f.write_str("treasure_record.reward_items[] 不可堆叠物品必须固定为单槽位单数量")
}
}
}
}
impl Error for TreasureFieldError {}

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@@ -1,3 +1,32 @@
//! 运行时物品领域事件过渡落位
//! 运行时物品领域事件。
//!
//! 用于表达宝箱已结算、奖励物品已生成和资源奖励待入账等事实。
use crate::domain::RuntimeItemRewardItemSnapshot;
use serde::{Deserialize, Serialize};
#[cfg(feature = "spacetime-types")]
use spacetimedb::SpacetimeType;
#[cfg_attr(feature = "spacetime-types", derive(SpacetimeType))]
#[derive(Clone, Debug, PartialEq, Eq, Serialize, Deserialize)]
pub enum RuntimeItemDomainEvent {
TreasureResolved(RuntimeItemTreasureResolvedEvent),
TreasureRewardItemsGenerated(RuntimeItemTreasureRewardItemsGeneratedEvent),
}
#[cfg_attr(feature = "spacetime-types", derive(SpacetimeType))]
#[derive(Clone, Debug, PartialEq, Eq, Serialize, Deserialize)]
pub struct RuntimeItemTreasureResolvedEvent {
pub treasure_record_id: String,
pub runtime_session_id: String,
pub story_session_id: String,
pub occurred_at_micros: i64,
}
#[cfg_attr(feature = "spacetime-types", derive(SpacetimeType))]
#[derive(Clone, Debug, PartialEq, Eq, Serialize, Deserialize)]
pub struct RuntimeItemTreasureRewardItemsGeneratedEvent {
pub treasure_record_id: String,
pub reward_items: Vec<RuntimeItemRewardItemSnapshot>,
pub occurred_at_micros: i64,
}

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@@ -4,321 +4,16 @@ mod domain;
mod errors;
mod events;
use std::{error::Error, fmt};
use module_inventory::{
InventoryEquipmentSlot, InventoryItemRarity, InventoryItemSnapshot, InventoryItemSourceKind,
};
use serde::{Deserialize, Serialize};
use shared_kernel::{
normalize_optional_string as normalize_shared_optional_string, normalize_required_string,
normalize_string_list as normalize_shared_string_list,
};
#[cfg(feature = "spacetime-types")]
use spacetimedb::SpacetimeType;
pub const TREASURE_RECORD_ID_PREFIX: &str = "treasure_";
#[cfg_attr(feature = "spacetime-types", derive(SpacetimeType))]
#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize)]
pub enum TreasureInteractionAction {
Inspect,
Leave,
Secure,
}
#[cfg_attr(feature = "spacetime-types", derive(SpacetimeType))]
#[derive(Clone, Debug, PartialEq, Eq, Serialize, Deserialize)]
pub struct RuntimeItemRewardItemSnapshot {
pub item_id: String,
pub category: String,
pub item_name: String,
pub description: Option<String>,
pub quantity: u32,
pub rarity: RuntimeItemRewardItemRarity,
pub tags: Vec<String>,
pub stackable: bool,
pub stack_key: String,
pub equipment_slot_id: Option<RuntimeItemEquipmentSlot>,
}
#[cfg_attr(feature = "spacetime-types", derive(SpacetimeType))]
#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize)]
pub enum RuntimeItemRewardItemRarity {
Common,
Uncommon,
Rare,
Epic,
Legendary,
}
#[cfg_attr(feature = "spacetime-types", derive(SpacetimeType))]
#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize)]
pub enum RuntimeItemEquipmentSlot {
Weapon,
Armor,
Relic,
}
#[cfg_attr(feature = "spacetime-types", derive(SpacetimeType))]
#[derive(Clone, Debug, PartialEq, Eq, Serialize, Deserialize)]
pub struct TreasureResolveInput {
pub treasure_record_id: String,
pub runtime_session_id: String,
pub story_session_id: String,
pub actor_user_id: String,
pub encounter_id: String,
pub encounter_name: String,
pub scene_id: Option<String>,
pub scene_name: Option<String>,
pub action: TreasureInteractionAction,
pub reward_items: Vec<RuntimeItemRewardItemSnapshot>,
pub reward_hp: u32,
pub reward_mana: u32,
pub reward_currency: u32,
pub story_hint: Option<String>,
pub created_at_micros: i64,
pub updated_at_micros: i64,
}
#[cfg_attr(feature = "spacetime-types", derive(SpacetimeType))]
#[derive(Clone, Debug, PartialEq, Eq, Serialize, Deserialize)]
pub struct TreasureRecordSnapshot {
pub treasure_record_id: String,
pub runtime_session_id: String,
pub story_session_id: String,
pub actor_user_id: String,
pub encounter_id: String,
pub encounter_name: String,
pub scene_id: Option<String>,
pub scene_name: Option<String>,
pub action: TreasureInteractionAction,
pub reward_items: Vec<RuntimeItemRewardItemSnapshot>,
pub reward_hp: u32,
pub reward_mana: u32,
pub reward_currency: u32,
pub story_hint: Option<String>,
pub created_at_micros: i64,
pub updated_at_micros: i64,
}
#[cfg_attr(feature = "spacetime-types", derive(SpacetimeType))]
#[derive(Clone, Debug, PartialEq, Eq, Serialize, Deserialize)]
pub struct TreasureRecordProcedureResult {
pub ok: bool,
pub record: Option<TreasureRecordSnapshot>,
pub error_message: Option<String>,
}
#[derive(Clone, Debug, PartialEq, Eq)]
pub enum TreasureFieldError {
MissingTreasureRecordId,
MissingRuntimeSessionId,
MissingStorySessionId,
MissingActorUserId,
MissingEncounterId,
MissingEncounterName,
MissingRewardItemId,
MissingRewardItemCategory,
MissingRewardItemName,
InvalidRewardItemQuantity,
MissingRewardItemStackKey,
RewardEquipmentItemCannotStack,
RewardNonStackableItemMustStaySingleQuantity,
}
pub fn build_treasure_record_snapshot(
input: TreasureResolveInput,
) -> Result<TreasureRecordSnapshot, TreasureFieldError> {
validate_treasure_input(&input)?;
Ok(TreasureRecordSnapshot {
treasure_record_id: input.treasure_record_id,
runtime_session_id: input.runtime_session_id,
story_session_id: input.story_session_id,
actor_user_id: input.actor_user_id,
encounter_id: input.encounter_id,
encounter_name: input.encounter_name,
scene_id: normalize_optional_value(input.scene_id),
scene_name: normalize_optional_value(input.scene_name),
action: input.action,
reward_items: input
.reward_items
.into_iter()
.map(normalize_reward_item)
.collect::<Result<Vec<_>, _>>()?,
reward_hp: input.reward_hp,
reward_mana: input.reward_mana,
reward_currency: input.reward_currency,
story_hint: normalize_optional_value(input.story_hint),
created_at_micros: input.created_at_micros,
updated_at_micros: input.updated_at_micros,
})
}
pub fn build_inventory_item_snapshot_from_reward_item(
treasure_record_id: &str,
reward_item: RuntimeItemRewardItemSnapshot,
) -> Result<InventoryItemSnapshot, TreasureFieldError> {
let treasure_record_id = normalize_required_value(
treasure_record_id.to_string(),
TreasureFieldError::MissingTreasureRecordId,
)?;
let reward_item = normalize_reward_item(reward_item)?;
Ok(InventoryItemSnapshot {
item_id: reward_item.item_id,
category: reward_item.category,
name: reward_item.item_name,
description: reward_item.description,
quantity: reward_item.quantity,
rarity: map_reward_item_rarity(reward_item.rarity),
tags: reward_item.tags,
stackable: reward_item.stackable,
stack_key: reward_item.stack_key,
equipment_slot_id: reward_item
.equipment_slot_id
.map(map_reward_item_equipment_slot),
source_kind: InventoryItemSourceKind::TreasureReward,
source_reference_id: Some(treasure_record_id),
})
}
pub fn normalize_reward_item_snapshot(
reward_item: RuntimeItemRewardItemSnapshot,
) -> Result<RuntimeItemRewardItemSnapshot, TreasureFieldError> {
normalize_reward_item(reward_item)
}
fn validate_treasure_input(input: &TreasureResolveInput) -> Result<(), TreasureFieldError> {
if input.treasure_record_id.trim().is_empty() {
return Err(TreasureFieldError::MissingTreasureRecordId);
}
if input.runtime_session_id.trim().is_empty() {
return Err(TreasureFieldError::MissingRuntimeSessionId);
}
if input.story_session_id.trim().is_empty() {
return Err(TreasureFieldError::MissingStorySessionId);
}
if input.actor_user_id.trim().is_empty() {
return Err(TreasureFieldError::MissingActorUserId);
}
if input.encounter_id.trim().is_empty() {
return Err(TreasureFieldError::MissingEncounterId);
}
if input.encounter_name.trim().is_empty() {
return Err(TreasureFieldError::MissingEncounterName);
}
Ok(())
}
fn normalize_optional_value(value: Option<String>) -> Option<String> {
normalize_shared_optional_string(value)
}
fn normalize_reward_item(
mut item: RuntimeItemRewardItemSnapshot,
) -> Result<RuntimeItemRewardItemSnapshot, TreasureFieldError> {
item.item_id = normalize_required_value(item.item_id, TreasureFieldError::MissingRewardItemId)?;
item.category =
normalize_required_value(item.category, TreasureFieldError::MissingRewardItemCategory)?;
item.item_name =
normalize_required_value(item.item_name, TreasureFieldError::MissingRewardItemName)?;
item.description = normalize_optional_value(item.description);
if item.quantity == 0 {
return Err(TreasureFieldError::InvalidRewardItemQuantity);
}
if !item.stackable && item.quantity != 1 {
return Err(TreasureFieldError::RewardNonStackableItemMustStaySingleQuantity);
}
if item.equipment_slot_id.is_some() && item.stackable {
return Err(TreasureFieldError::RewardEquipmentItemCannotStack);
}
item.tags = normalize_string_list(item.tags);
item.stack_key = if item.stackable {
normalize_required_value(
item.stack_key,
TreasureFieldError::MissingRewardItemStackKey,
)?
} else {
normalize_optional_value(Some(item.stack_key)).unwrap_or_else(|| item.item_id.clone())
};
Ok(item)
}
fn normalize_required_value(
value: String,
error: TreasureFieldError,
) -> Result<String, TreasureFieldError> {
normalize_required_string(value).ok_or(error)
}
fn normalize_string_list(values: Vec<String>) -> Vec<String> {
normalize_shared_string_list(values)
}
fn map_reward_item_rarity(rarity: RuntimeItemRewardItemRarity) -> InventoryItemRarity {
match rarity {
RuntimeItemRewardItemRarity::Common => InventoryItemRarity::Common,
RuntimeItemRewardItemRarity::Uncommon => InventoryItemRarity::Uncommon,
RuntimeItemRewardItemRarity::Rare => InventoryItemRarity::Rare,
RuntimeItemRewardItemRarity::Epic => InventoryItemRarity::Epic,
RuntimeItemRewardItemRarity::Legendary => InventoryItemRarity::Legendary,
}
}
fn map_reward_item_equipment_slot(slot: RuntimeItemEquipmentSlot) -> InventoryEquipmentSlot {
match slot {
RuntimeItemEquipmentSlot::Weapon => InventoryEquipmentSlot::Weapon,
RuntimeItemEquipmentSlot::Armor => InventoryEquipmentSlot::Armor,
RuntimeItemEquipmentSlot::Relic => InventoryEquipmentSlot::Relic,
}
}
impl fmt::Display for TreasureFieldError {
fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
match self {
Self::MissingTreasureRecordId => {
f.write_str("treasure_record.treasure_record_id 不能为空")
}
Self::MissingRuntimeSessionId => {
f.write_str("treasure_record.runtime_session_id 不能为空")
}
Self::MissingStorySessionId => f.write_str("treasure_record.story_session_id 不能为空"),
Self::MissingActorUserId => f.write_str("treasure_record.actor_user_id 不能为空"),
Self::MissingEncounterId => f.write_str("treasure_record.encounter_id 不能为空"),
Self::MissingEncounterName => f.write_str("treasure_record.encounter_name 不能为空"),
Self::MissingRewardItemId => {
f.write_str("treasure_record.reward_items[].item_id 不能为空")
}
Self::MissingRewardItemCategory => {
f.write_str("treasure_record.reward_items[].category 不能为空")
}
Self::MissingRewardItemName => {
f.write_str("treasure_record.reward_items[].item_name 不能为空")
}
Self::InvalidRewardItemQuantity => {
f.write_str("treasure_record.reward_items[].quantity 必须大于 0")
}
Self::MissingRewardItemStackKey => {
f.write_str("treasure_record.reward_items[].stack_key 不能为空")
}
Self::RewardEquipmentItemCannotStack => {
f.write_str("treasure_record.reward_items[] 可装备物品不能标记为 stackable")
}
Self::RewardNonStackableItemMustStaySingleQuantity => {
f.write_str("treasure_record.reward_items[] 不可堆叠物品必须固定为单槽位单数量")
}
}
}
}
impl Error for TreasureFieldError {}
pub use application::*;
pub use commands::*;
pub use domain::*;
pub use errors::*;
pub use events::*;
#[cfg(test)]
mod tests {
use super::*;
use module_inventory::{InventoryEquipmentSlot, InventoryItemRarity, InventoryItemSourceKind};
#[test]
fn build_treasure_record_snapshot_accepts_minimal_contract() {