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radarflow2-kvm/radarflow/src/comms.rs

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use csflow::{enums::PlayerType, structs::Vec3};
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use serde::{Serialize, Deserialize};
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct PlayerData {
pos: Vec3,
yaw: f32,
#[serde(rename = "playerType")]
player_type: PlayerType,
#[serde(rename = "hasBomb")]
has_bomb: bool
}
impl PlayerData {
pub fn new(pos: Vec3, yaw: f32, player_type: PlayerType, has_bomb: bool) -> PlayerData {
PlayerData { pos, yaw, player_type, has_bomb }
}
}
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct BombData {
pos: Vec3,
#[serde(rename = "isPlanted")]
is_planted: bool
}
#[allow(dead_code)]
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impl BombData {
pub fn new(pos: Vec3, is_planted: bool) -> BombData {
BombData { pos, is_planted }
}
}
#[derive(Debug, Clone, Serialize, Deserialize)]
pub enum EntityData {
Player(PlayerData),
Bomb(BombData)
}
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct RadarData {
ingame: bool,
#[serde(rename = "mapName")]
map_name: String,
#[serde(rename(serialize = "entityData"))]
player_data: Vec<EntityData>,
//#[serde(rename(serialize = "localYaw"))]
//local_yaw: f32,
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}
impl RadarData {
pub fn new(ingame: bool, map_name: String, player_data: Vec<EntityData>) -> RadarData {
RadarData { ingame, map_name, player_data }
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}
/// Returns empty RadarData, it's also the same data that gets sent to clients when not ingame
pub fn empty() -> RadarData {
RadarData {
ingame: false,
map_name: String::new(),
player_data: Vec::new(),
}
}
}