Add the ability to respawn and improve controller port mapping (#72)
Reviewed-on: #72 Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
This commit was merged in pull request #72.
This commit is contained in:
@@ -65,7 +65,10 @@ impl MenuMatchConfig {
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let stage = self.stage.ok_or(MenuMatchConfigErrors::StageNotSelected)?;
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for player in self.players.iter() {
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let mut players = self.players.iter().collect::<Vec<_>>();
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players.sort_unstable_by_key(|player| player.slot);
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for (handle, player) in players.into_iter().enumerate() {
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let fighter_id =
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player
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.fighter
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@@ -74,7 +77,8 @@ impl MenuMatchConfig {
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))?;
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match_players.push(MatchPlayer {
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fighter: fighter_id,
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handle: player.slot,
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handle,
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controller_port: player.slot,
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});
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}
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@@ -102,4 +106,27 @@ mod tests {
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assert_eq!(menu.to_match_config().unwrap().rules, MatchRules::default());
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}
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#[test]
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fn sparse_controller_ports_get_dense_ggrs_handles() {
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let menu = MenuMatchConfig {
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stage: Some(StageId::TestStage),
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players: vec![
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MenuMatchPlayerSlot {
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slot: 3,
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fighter: Some(FighterId::TestFighter),
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},
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MenuMatchPlayerSlot {
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slot: 0,
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fighter: Some(FighterId::TestFighter),
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},
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],
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};
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let config = menu.to_match_config().unwrap();
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assert_eq!(config.players[0].handle, 0);
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assert_eq!(config.players[0].controller_port, 0);
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assert_eq!(config.players[1].handle, 1);
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assert_eq!(config.players[1].controller_port, 3);
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}
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}
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