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Don't clone CommandLineCommand for no reason

This commit is contained in:
Alula 2024-08-12 23:14:26 +02:00
parent b39e2c78ce
commit 4d3e4a5dcb
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GPG key ID: 3E00485503A1D8BA

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@ -170,25 +170,25 @@ impl CommandLineCommand {
}
pub fn execute(&mut self, game_scene: &mut GameScene, state: &mut SharedGameState) -> GameResult {
match self.clone() {
CommandLineCommand::AddItem(item_id) => {
match self {
&mut CommandLineCommand::AddItem(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) {
return Err(CommandLineError(format!("Player does not have 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);
match weapon_type {
Some(weapon_type) => game_scene.inventory_player1.add_weapon(weapon_type, ammo_count),
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);
match weapon_type {
Some(weapon_type) => {
@ -201,14 +201,14 @@ impl CommandLineCommand {
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();
match weapon {
Some(weapon) => weapon.ammo += ammo_count,
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();
match weapon {
Some(weapon) => weapon.max_ammo = max_ammo,
@ -221,27 +221,24 @@ impl CommandLineCommand {
CommandLineCommand::RefillHP => {
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);
}
CommandLineCommand::RemoveXP(xp_count) => {
&mut CommandLineCommand::RemoveXP(xp_count) => {
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.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);
npc.cond.set_alive(true);
npc.y = game_scene.player1.y;
npc.x = game_scene.player1.x + game_scene.player1.direction.vector_x() * (0x2000 * 3);
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.y = (y * 512.0) as i32;
game_scene.player2.x = game_scene.player1.x;