adds doc
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@@ -67,22 +67,15 @@ impl<T: Default + serde::Serialize> ActionStatus<T> {
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///
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/// # Todo list
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/// ```text
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/// struct DbApi<'q>(&'q DbConnection);
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/// ::new() -> DbApi<'q> (Db finds a connection by itself, usefull for cli)
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/// ::with_conn(conn) -> DbApi<'q> (uses a user-defined connection)
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/// v .fetch_players()
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/// v .fetch_inventory()
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/// v .fetch_claims()
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/// v .as_player(player_id) -> AsPlayer<'q>
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/// v .loot() -> List of items owned (Vec<Item>)
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/// v .claim(loot_id) -> Success status (bool)
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/// v .unclaim(loot_id) -> Success status (bool)
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/// v .sell(loot_id) -> Success status (bool, earned)
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/// v .buy(item_desc) -> Success status (bool, cost)
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/// v .update_wealth(value_in_gold) -> Success status (bool, new_wealth)
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/// v .as_player()
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/// // Needs an action's history (one entry only should be enough)
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/// x .undo_last_action() -> Success status
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/// v .as_admin()
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/// x .add_loot(identifier, [items_desc]) -> Success status
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/// // When adding loot, an identifier should be used to build some kind of history
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/// vx .add_loot(identifier, [items_desc]) -> Success status
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/// x .sell_loot([players], [excluded_item_ids]) -> Success status (bool, player_share)
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/// // Claims should be resolved after a certain delay
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/// x .set_claims_timeout()
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/// x .resolve_claims()
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/// v .add_player(player_data)
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/// ```
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@@ -163,43 +156,47 @@ impl<'q> AsPlayer<'q> {
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/// Buy an item and add it to this player chest
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///
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/// TODO: Items should be picked from a custom list
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///
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/// # Panics
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///
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/// This currently panics if player wealth fails to be updated, as this is
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/// a serious error. TODO: handle deletion of bought item in case of wealth update failure.
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pub fn buy<'a>(self, name: &'a str, price: i32) -> ActionResult<Option<(i32, i32, i32, i32)>> {
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let new_item = models::item::NewLoot::to_player(self.id, (name, price));
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diesel::insert_into(schema::looted::table)
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.values(&new_item)
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.execute(self.conn)
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.and_then(|r| match r {
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1 => self.update_wealth(-(price as f32)),
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1 => Ok(self.update_wealth(-(price as f32)).unwrap()),
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_ => Ok(ActionStatus::nop())
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})
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}
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/// Sell an item from this player chest
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///
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/// # Panics
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///
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/// This currently panics if player wealth fails to be updated, as this is
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/// a serious error. TODO: handle restoring of sold item in case of wealth update failure.
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pub fn sell(self, loot_id: i32, _price_mod: Option<f32>) -> ActionResult<Option<(i32, i32, i32, i32)>> {
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// Check that the item belongs to player
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let exists_and_owned: bool = diesel::select(models::Loot::owns(self.id, loot_id))
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.get_result(self.conn)?;
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if !exists_and_owned {
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Ok(ActionStatus {
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executed: false,
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response: None })
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} else {
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use schema::looted::dsl::*;
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let loot_value = looted.find(loot_id)
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.select(base_price)
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.first::<i32>(self.conn)?;
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let sell_value = (loot_value / 2) as f32;
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diesel::delete(looted.find(loot_id))
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.execute(self.conn)
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.and_then(|r| match r {
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// On deletion, update this player wealth
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1 => self.update_wealth(sell_value),
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_ => Ok(ActionStatus {
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executed: false,
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response: None,
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}),
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})
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return Ok(ActionStatus::nop());
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}
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use schema::looted::dsl::*;
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let loot_value = looted.find(loot_id).select(base_price).first::<i32>(self.conn)?;
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let sell_value = (loot_value / 2) as f32;
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diesel::delete(looted.find(loot_id))
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.execute(self.conn)
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.and_then(|r| match r {
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// On deletion, update this player wealth
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1 => Ok(self.update_wealth(sell_value).unwrap()),
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_ => Ok(ActionStatus {
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executed: false,
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response: None,
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}),
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})
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}
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/// Adds the value in gold to the player's wealth.
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