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path: root/server/src/protocol.rs
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use crate::data::Gamedata;
use glam::{IVec2, Vec2};
use serde::{Deserialize, Serialize};

#[derive(Debug, Clone, Copy, Serialize, Deserialize, PartialEq, Eq, PartialOrd, Ord, Hash)]
#[serde(transparent)]
pub struct PlayerID(pub i64);

#[derive(Debug, Clone, Copy, Serialize, Deserialize, PartialEq, Eq, PartialOrd, Ord, Hash)]
#[serde(transparent)]
pub struct ItemIndex(pub usize);
#[derive(Debug, Clone, Copy, Serialize, Deserialize, PartialEq, Eq, PartialOrd, Ord, Hash)]
#[serde(transparent)]
pub struct TileIndex(pub usize);
#[derive(Debug, Clone, Copy, Serialize, Deserialize, PartialEq, Eq, PartialOrd, Ord, Hash)]
#[serde(transparent)]
pub struct RecipeIndex(pub usize);
#[derive(Debug, Clone, Copy, Serialize, Deserialize, PartialEq, Eq, PartialOrd, Ord, Hash)]
#[serde(transparent)]
pub struct DemandIndex(pub usize);

#[derive(Debug, Clone, Serialize, Deserialize)]
#[serde(rename_all = "snake_case", tag = "type")]
pub enum PacketS {
    Join {
        name: String,
        character: usize,
    },
    Leave,
    Position {
        pos: Vec2,
        rot: f32,
    },
    Interact {
        pos: IVec2,
        edge: bool,
    },
    Collide {
        player: PlayerID,
        force: Vec2,
    },
    Communicate {
        message: Option<Message>,
    },

    #[serde(skip)]
    ReplaceHand {
        item: Option<ItemIndex>,
    },
}

#[derive(Debug, Clone, Serialize, Deserialize)]
#[serde(rename_all = "snake_case")]
pub enum Message {
    Text(String),
    Item(ItemIndex),
}

#[derive(Debug, Clone, Serialize, Deserialize)]
#[serde(rename_all = "snake_case", tag = "type")]
pub enum PacketC {
    Init {
        data: Gamedata,
        id: PlayerID,
    },
    AddPlayer {
        id: PlayerID,
        position: Vec2,
        character: usize,
        name: String,
    },
    RemovePlayer {
        id: PlayerID,
    },
    Position {
        player: PlayerID,
        pos: Vec2,
        rot: f32,
    },
    TakeItem {
        tile: IVec2,
        player: PlayerID,
    },
    PutItem {
        player: PlayerID,
        tile: IVec2,
    },
    SetTileItem {
        tile: IVec2,
        item: Option<ItemIndex>,
    },
    SetPlayerItem {
        player: PlayerID,
        item: Option<ItemIndex>,
    },
    SetActive {
        tile: IVec2,
        progress: Option<f32>,
    },
    UpdateMap {
        pos: IVec2,
        tile: TileIndex,
        neighbors: [Option<TileIndex>; 4],
    },
    Collide {
        player: PlayerID,
        force: Vec2,
    },
    Communicate {
        player: PlayerID,
        message: Option<Message>,
    },
}