Files
Genarrative/server-rs/crates/module-runtime-item/src/application.rs

178 lines
6.6 KiB
Rust

//! 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,
}
}