//
// WalkResponder.cs
//
// Copyright (c) František Boháček. All rights reserved.
// Licensed under the MIT license. See LICENSE file in the project root for full license information.
using NosSmooth.Core.Packets;
using NosSmooth.Game.Data.Characters;
using NosSmooth.Game.Data.Info;
using NosSmooth.Game.Events.Core;
using NosSmooth.Game.Events.Entities;
using NosSmooth.Packets.Packets.Client.Movement;
using Remora.Results;
namespace NosSmooth.Game.PacketHandlers.Characters;
/// <summary>
/// Responds to walk packet.
/// </summary>
public class WalkResponder : IPacketResponder<WalkPacket>
{
private readonly Game _game;
private readonly EventDispatcher _eventDispatcher;
/// <summary>
/// Initializes a new instance of the <see cref="WalkResponder"/> class.
/// </summary>
/// <param name="game">The nostale game.</param>
/// <param name="eventDispatcher">The event dispatcher.</param>
public WalkResponder(Game game, EventDispatcher eventDispatcher)
{
_game = game;
_eventDispatcher = eventDispatcher;
}
/// <inheritdoc />
public async Task<Result> Respond(PacketEventArgs<WalkPacket> packetArgs, CancellationToken ct = default)
{
var character = _game.Character;
var packet = packetArgs.Packet;
if (character is not null && character.Position is not null)
{
var oldPosition = new Position
{
X = character.Position.X,
Y = character.Position.Y
};
character.Position.X = packet.PositionX;
character.Position.Y = packet.PositionY;
return await _eventDispatcher.DispatchEvent
(
new MovedEvent(character, character.Id, oldPosition, character.Position),
ct
);
}
else if (character?.Position is null)
{
await _game.CreateOrUpdateCharacterAsync
(
() => new Character
(
Position: new Position()
{
X = packet.PositionX,
Y = packet.PositionY
}
),
(c) => c with
{
Position = new Position()
{
X = packet.PositionX,
Y = packet.PositionY
}
},
ct: ct
);
}
return Result.FromSuccess();
}
}