Implement non-multiplayer parts of custom games

This commit is contained in:
NG (Graham) committed 2026-03-12 22:44:04 -04:00
1 parent 6ce456a739
commit af04c4093c
34 files changed
+1751 -78

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@@ -0,0 +1,25 @@
use polariton::operation::Typed;
#[derive(Clone)]
pub struct CustomGameConfigRefresh {
pub field: String,
pub value: String,
}
impl <C: Send + Sync + 'static> polariton_server::events::IntoEvent<C> for CustomGameConfigRefresh {
const CHANNEL: u8 = 0;
const ENCRYPT: bool = true;
const RELIABLE: bool = true;
fn into_event(self) -> polariton::operation::Event<C> {
let mut params = polariton::operation::ParameterTable::with_capacity(1);
params.insert(181, polariton::operation::Typed::HashMap(vec![
(Typed::Str("Field".into()), Typed::Str(self.field.into())),
(Typed::Str("Value".into()), Typed::Str(self.value.into())),
].into()));
polariton::operation::Event {
code: 9,
params,
}
}
}