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Don't clone CommandLineCommand for no reason

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Alula 2024-08-12 23:14:26 +02:00
parent b39e2c78ce
commit 4d3e4a5dcb
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@ -170,25 +170,25 @@ impl CommandLineCommand {
} }
pub fn execute(&mut self, game_scene: &mut GameScene, state: &mut SharedGameState) -> GameResult { pub fn execute(&mut self, game_scene: &mut GameScene, state: &mut SharedGameState) -> GameResult {
match self.clone() { match self {
CommandLineCommand::AddItem(item_id) => { &mut CommandLineCommand::AddItem(item_id) => {
game_scene.inventory_player1.add_item(item_id); game_scene.inventory_player1.add_item(item_id);
} }
CommandLineCommand::RemoveItem(item_id) => { &mut CommandLineCommand::RemoveItem(item_id) => {
if !game_scene.inventory_player1.has_item(item_id) { if !game_scene.inventory_player1.has_item(item_id) {
return Err(CommandLineError(format!("Player does not have item {}", item_id))); return Err(CommandLineError(format!("Player does not have item {}", item_id)));
} }
game_scene.inventory_player1.remove_item(item_id); game_scene.inventory_player1.remove_item(item_id);
} }
CommandLineCommand::AddWeapon(weapon_id, ammo_count) => { &mut CommandLineCommand::AddWeapon(weapon_id, ammo_count) => {
let weapon_type: Option<WeaponType> = FromPrimitive::from_u16(weapon_id); let weapon_type: Option<WeaponType> = FromPrimitive::from_u16(weapon_id);
match weapon_type { match weapon_type {
Some(weapon_type) => game_scene.inventory_player1.add_weapon(weapon_type, ammo_count), Some(weapon_type) => game_scene.inventory_player1.add_weapon(weapon_type, ammo_count),
None => return Err(CommandLineError(format!("Invalid weapon id {}", weapon_id))), None => return Err(CommandLineError(format!("Invalid weapon id {}", weapon_id))),
} }
} }
CommandLineCommand::RemoveWeapon(weapon_id) => { &mut CommandLineCommand::RemoveWeapon(weapon_id) => {
let weapon_type: Option<WeaponType> = FromPrimitive::from_u16(weapon_id); let weapon_type: Option<WeaponType> = FromPrimitive::from_u16(weapon_id);
match weapon_type { match weapon_type {
Some(weapon_type) => { Some(weapon_type) => {
@ -201,14 +201,14 @@ impl CommandLineCommand {
None => return Err(CommandLineError(format!("Invalid weapon id {}", weapon_id))), None => return Err(CommandLineError(format!("Invalid weapon id {}", weapon_id))),
}; };
} }
CommandLineCommand::AddWeaponAmmo(ammo_count) => { &mut CommandLineCommand::AddWeaponAmmo(ammo_count) => {
let weapon = game_scene.inventory_player1.get_current_weapon_mut(); let weapon = game_scene.inventory_player1.get_current_weapon_mut();
match weapon { match weapon {
Some(weapon) => weapon.ammo += ammo_count, Some(weapon) => weapon.ammo += ammo_count,
None => return Err(CommandLineError(format!("Player does not have an active weapon"))), None => return Err(CommandLineError(format!("Player does not have an active weapon"))),
} }
} }
CommandLineCommand::SetWeaponMaxAmmo(max_ammo) => { &mut CommandLineCommand::SetWeaponMaxAmmo(max_ammo) => {
let weapon = game_scene.inventory_player1.get_current_weapon_mut(); let weapon = game_scene.inventory_player1.get_current_weapon_mut();
match weapon { match weapon {
Some(weapon) => weapon.max_ammo = max_ammo, Some(weapon) => weapon.max_ammo = max_ammo,
@ -221,27 +221,24 @@ impl CommandLineCommand {
CommandLineCommand::RefillHP => { CommandLineCommand::RefillHP => {
game_scene.player1.life = game_scene.player1.max_life; game_scene.player1.life = game_scene.player1.max_life;
} }
CommandLineCommand::AddXP(xp_count) => { &mut CommandLineCommand::AddXP(xp_count) => {
game_scene.inventory_player1.add_xp(xp_count, &mut game_scene.player1, state); game_scene.inventory_player1.add_xp(xp_count, &mut game_scene.player1, state);
} }
CommandLineCommand::RemoveXP(xp_count) => { &mut CommandLineCommand::RemoveXP(xp_count) => {
game_scene.inventory_player1.take_xp(xp_count, state); game_scene.inventory_player1.take_xp(xp_count, state);
} }
CommandLineCommand::SetMaxHP(hp_count) => { &mut CommandLineCommand::SetMaxHP(hp_count) => {
game_scene.player1.max_life = hp_count; game_scene.player1.max_life = hp_count;
game_scene.player1.life = hp_count; game_scene.player1.life = hp_count;
#[cfg(feature = "discord-rpc")]
state.discord_rpc.update_hp(&game_scene.player1)?;
} }
CommandLineCommand::SpawnNPC(id) => { &mut CommandLineCommand::SpawnNPC(id) => {
let mut npc = NPC::create(id, &state.npc_table); let mut npc = NPC::create(id, &state.npc_table);
npc.cond.set_alive(true); npc.cond.set_alive(true);
npc.y = game_scene.player1.y; npc.y = game_scene.player1.y;
npc.x = game_scene.player1.x + game_scene.player1.direction.vector_x() * (0x2000 * 3); npc.x = game_scene.player1.x + game_scene.player1.direction.vector_x() * (0x2000 * 3);
game_scene.npc_list.spawn(0x100, npc)?; game_scene.npc_list.spawn(0x100, npc)?;
} }
CommandLineCommand::TeleportPlayer(x, y) => { &mut CommandLineCommand::TeleportPlayer(x, y) => {
game_scene.player1.x = (x * 512.0) as i32; game_scene.player1.x = (x * 512.0) as i32;
game_scene.player1.y = (y * 512.0) as i32; game_scene.player1.y = (y * 512.0) as i32;
game_scene.player2.x = game_scene.player1.x; game_scene.player2.x = game_scene.player1.x;