will need to clean up db API
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@@ -44,6 +44,57 @@ impl Item {
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}
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}
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const OF_GROUP = 0;
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const OF_SHOP = -1;
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const SOLD = -2;
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type WithOwner = Eq<looted::owner_id, i32>;
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type OwnedLoot = Filter<looted::table, WithOwner>;
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/// An owned item
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///
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/// The owner is a Player, the Group, the Merchant
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/// OR the SOLD state.
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#[derive(Identifiable, Debug, Queryable)]
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#[table_name = "looted"]
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pub(super) struct Loot {
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id: i32,
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name: String,
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base_price: i32,
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owner: i32,
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}
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impl Loot {
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/// A filter on Loot that is owned by given player
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pub(super) fn owned_by(id: i32) -> OwnedLoot {
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looted::table.filter(looted::owner_id.eq(id))
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}
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fn exists(id: i32) -> Exists<Find<looted::table, i32>> {
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exists(looted::table.find(id))
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}
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pub(super) fn set_owner(&self, owner: i32, conn: &DbConnection) -> QueryResult<()> {
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diesel::update(looted::table.find(self.id))
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.set(looted::dsl::owner_id.eq(owner))
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.execute(conn)?;
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Ok(())
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}
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pub(super) fn into_item(self) -> Item {
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Item {
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id: self.id,
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name: self.name,
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base_price: self.base_price,
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}
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}
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pub(super) fn find(id: i32) -> Find<looted::table, i32> {
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looted::table.find(id)
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}
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}
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pub struct Inventory<'q>(pub &'q DbConnection);
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impl<'q> Inventory<'q> {
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@@ -58,13 +109,18 @@ impl<'q> Inventory<'q> {
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}
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}
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/// The shop resource
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pub struct Shop<'q>(pub &'q DbConnection);
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impl<'q> Shop<'q> {
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// Rename to list
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pub fn all(&self) -> QueryResult<Vec<Item>> {
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// Loot::owned_by(OF_SHOP).load(self.0)
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shop::table.load(self.0)
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}
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// pub fn buy(&self, items: Vec<(i32, f64)>, buyer: i32) -> UpdateResult {}
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pub fn get(&self, id: i32) -> QueryResult<Item> {
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shop::table.find(&id).first::<Item>(self.0)
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}
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@@ -99,50 +155,6 @@ impl<'q> Shop<'q> {
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}
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}
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type WithOwner = Eq<looted::owner_id, i32>;
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type OwnedLoot = Filter<looted::table, WithOwner>;
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/// Represents an item that has been looted,
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/// hence has an owner.
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#[derive(Identifiable, Debug, Queryable)]
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#[table_name = "looted"]
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pub(super) struct Loot {
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id: i32,
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name: String,
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base_price: i32,
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owner: i32,
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}
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impl Loot {
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/// A filter on Loot that is owned by given player
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pub(super) fn owned_by(id: i32) -> OwnedLoot {
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looted::table.filter(looted::owner_id.eq(id))
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}
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fn exists(id: i32) -> Exists<Find<looted::table, i32>> {
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exists(looted::table.find(id))
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}
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pub(super) fn set_owner(&self, owner: i32, conn: &DbConnection) -> QueryResult<()> {
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diesel::update(looted::table.find(self.id))
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.set(looted::dsl::owner_id.eq(owner))
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.execute(conn)?;
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Ok(())
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}
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pub(super) fn into_item(self) -> Item {
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Item {
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id: self.id,
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name: self.name,
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base_price: self.base_price,
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}
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}
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pub(super) fn find(id: i32) -> Find<looted::table, i32> {
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looted::table.find(id)
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}
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}
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/// Manager for a *single* player loot
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pub struct LootManager<'q>(pub &'q DbConnection, pub i32);
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