2020-06-04 11:44:33 +00:00
|
|
|
use crate::{
|
|
|
|
assets,
|
|
|
|
comp::{
|
|
|
|
item::{Item, ItemKind},
|
|
|
|
CharacterAbility, ItemConfig, Loadout,
|
|
|
|
},
|
|
|
|
};
|
2020-07-07 01:21:14 +00:00
|
|
|
use std::time::Duration;
|
2020-06-04 11:44:33 +00:00
|
|
|
|
|
|
|
/// Builder for character Loadouts, containing weapon and armour items belonging
|
|
|
|
/// to a character, along with some helper methods for loading Items and
|
|
|
|
/// ItemConfig
|
|
|
|
///
|
|
|
|
/// ```
|
|
|
|
/// use veloren_common::LoadoutBuilder;
|
|
|
|
///
|
|
|
|
/// // Build a loadout with character starter defaults and a specific sword with default sword abilities
|
|
|
|
/// let loadout = LoadoutBuilder::new()
|
|
|
|
/// .defaults()
|
|
|
|
/// .active_item(LoadoutBuilder::default_item_config_from_str(
|
|
|
|
/// Some("common.items.weapons.sword.zweihander_sword_0"),
|
|
|
|
/// ))
|
|
|
|
/// .build();
|
|
|
|
/// ```
|
|
|
|
pub struct LoadoutBuilder(Loadout);
|
|
|
|
|
|
|
|
impl LoadoutBuilder {
|
2020-06-10 19:47:36 +00:00
|
|
|
#[allow(clippy::new_without_default)] // TODO: Pending review in #587
|
2020-06-04 11:44:33 +00:00
|
|
|
pub fn new() -> Self {
|
|
|
|
Self(Loadout {
|
|
|
|
active_item: None,
|
|
|
|
second_item: None,
|
|
|
|
shoulder: None,
|
|
|
|
chest: None,
|
|
|
|
belt: None,
|
|
|
|
hand: None,
|
|
|
|
pants: None,
|
|
|
|
foot: None,
|
|
|
|
back: None,
|
|
|
|
ring: None,
|
|
|
|
neck: None,
|
|
|
|
lantern: None,
|
|
|
|
head: None,
|
|
|
|
tabard: None,
|
|
|
|
})
|
|
|
|
}
|
|
|
|
|
|
|
|
/// Set default armor items for the loadout. This may vary with game
|
|
|
|
/// updates, but should be safe defaults for a new character.
|
|
|
|
pub fn defaults(self) -> Self {
|
|
|
|
self.chest(Some(assets::load_expect_cloned(
|
|
|
|
"common.items.armor.starter.rugged_chest",
|
|
|
|
)))
|
|
|
|
.pants(Some(assets::load_expect_cloned(
|
|
|
|
"common.items.armor.starter.rugged_pants",
|
|
|
|
)))
|
|
|
|
.foot(Some(assets::load_expect_cloned(
|
|
|
|
"common.items.armor.starter.sandals_0",
|
|
|
|
)))
|
|
|
|
.lantern(Some(assets::load_expect_cloned(
|
|
|
|
"common.items.armor.starter.lantern",
|
|
|
|
)))
|
|
|
|
}
|
|
|
|
|
2020-07-07 01:21:14 +00:00
|
|
|
/// Default animal configuration
|
|
|
|
pub fn animal() -> Self {
|
|
|
|
Self(Loadout {
|
|
|
|
active_item: Some(ItemConfig {
|
|
|
|
item: assets::load_expect_cloned("common.items.weapons.empty"),
|
|
|
|
ability1: Some(CharacterAbility::BasicMelee {
|
|
|
|
energy_cost: 10,
|
|
|
|
buildup_duration: Duration::from_millis(600),
|
|
|
|
recover_duration: Duration::from_millis(100),
|
|
|
|
base_healthchange: -6,
|
|
|
|
range: 5.0,
|
|
|
|
max_angle: 80.0,
|
|
|
|
}),
|
|
|
|
ability2: None,
|
|
|
|
ability3: None,
|
|
|
|
block_ability: None,
|
|
|
|
dodge_ability: None,
|
|
|
|
}),
|
|
|
|
second_item: None,
|
|
|
|
shoulder: None,
|
|
|
|
chest: None,
|
|
|
|
belt: None,
|
|
|
|
hand: None,
|
|
|
|
pants: None,
|
|
|
|
foot: None,
|
|
|
|
back: None,
|
|
|
|
ring: None,
|
|
|
|
neck: None,
|
|
|
|
lantern: None,
|
|
|
|
head: None,
|
|
|
|
tabard: None,
|
|
|
|
})
|
|
|
|
}
|
|
|
|
|
2020-06-04 11:44:33 +00:00
|
|
|
/// Get the default [ItemConfig](../comp/struct.ItemConfig.html) for a tool
|
|
|
|
/// (weapon). This information is required for the `active` and `second`
|
|
|
|
/// weapon items in a loadout. If some customisation to the item's
|
|
|
|
/// abilities or their timings is desired, you should create and provide
|
|
|
|
/// the item config directly to the [active_item](#method.active_item)
|
|
|
|
/// method
|
|
|
|
pub fn default_item_config_from_item(maybe_item: Option<Item>) -> Option<ItemConfig> {
|
|
|
|
if let Some(item) = maybe_item {
|
|
|
|
if let ItemKind::Tool(tool) = item.kind {
|
|
|
|
let mut abilities = tool.get_abilities();
|
|
|
|
let mut ability_drain = abilities.drain(..);
|
|
|
|
|
|
|
|
return Some(ItemConfig {
|
|
|
|
item,
|
|
|
|
ability1: ability_drain.next(),
|
|
|
|
ability2: ability_drain.next(),
|
|
|
|
ability3: ability_drain.next(),
|
|
|
|
block_ability: Some(CharacterAbility::BasicBlock),
|
|
|
|
dodge_ability: Some(CharacterAbility::Roll),
|
|
|
|
});
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
None
|
|
|
|
}
|
|
|
|
|
|
|
|
/// Get an [Item](../comp/struct.Item.html) by its string
|
|
|
|
/// reference by loading its asset
|
|
|
|
pub fn item_from_str(item_ref: Option<&str>) -> Option<Item> {
|
|
|
|
item_ref.and_then(|specifier| assets::load_cloned::<Item>(&specifier).ok())
|
|
|
|
}
|
|
|
|
|
|
|
|
/// Get an item's (weapon's) default
|
|
|
|
/// [ItemConfig](../comp/struct.ItemConfig.html)
|
|
|
|
/// by string reference. This will first attempt to load the Item, then
|
|
|
|
/// the default abilities for that item via the
|
|
|
|
/// [default_item_config_from_item](#method.default_item_config_from_item)
|
|
|
|
/// function
|
|
|
|
pub fn default_item_config_from_str(item_ref: Option<&str>) -> Option<ItemConfig> {
|
|
|
|
Self::default_item_config_from_item(Self::item_from_str(item_ref))
|
|
|
|
}
|
|
|
|
|
|
|
|
pub fn active_item(mut self, item: Option<ItemConfig>) -> Self {
|
|
|
|
self.0.active_item = item;
|
|
|
|
|
|
|
|
self
|
|
|
|
}
|
|
|
|
|
|
|
|
pub fn second_item(mut self, item: Option<ItemConfig>) -> Self {
|
2020-06-10 16:41:49 +00:00
|
|
|
self.0.second_item = item;
|
2020-06-04 11:44:33 +00:00
|
|
|
|
|
|
|
self
|
|
|
|
}
|
|
|
|
|
|
|
|
pub fn shoulder(mut self, item: Option<Item>) -> Self {
|
|
|
|
self.0.shoulder = item;
|
|
|
|
self
|
|
|
|
}
|
|
|
|
|
|
|
|
pub fn chest(mut self, item: Option<Item>) -> Self {
|
|
|
|
self.0.chest = item;
|
|
|
|
self
|
|
|
|
}
|
|
|
|
|
|
|
|
pub fn belt(mut self, item: Option<Item>) -> Self {
|
|
|
|
self.0.belt = item;
|
|
|
|
self
|
|
|
|
}
|
|
|
|
|
|
|
|
pub fn hand(mut self, item: Option<Item>) -> Self {
|
|
|
|
self.0.hand = item;
|
|
|
|
self
|
|
|
|
}
|
|
|
|
|
|
|
|
pub fn pants(mut self, item: Option<Item>) -> Self {
|
|
|
|
self.0.pants = item;
|
|
|
|
self
|
|
|
|
}
|
|
|
|
|
|
|
|
pub fn foot(mut self, item: Option<Item>) -> Self {
|
|
|
|
self.0.foot = item;
|
|
|
|
self
|
|
|
|
}
|
|
|
|
|
|
|
|
pub fn back(mut self, item: Option<Item>) -> Self {
|
|
|
|
self.0.back = item;
|
|
|
|
self
|
|
|
|
}
|
|
|
|
|
|
|
|
pub fn ring(mut self, item: Option<Item>) -> Self {
|
|
|
|
self.0.ring = item;
|
|
|
|
self
|
|
|
|
}
|
|
|
|
|
|
|
|
pub fn neck(mut self, item: Option<Item>) -> Self {
|
|
|
|
self.0.neck = item;
|
|
|
|
self
|
|
|
|
}
|
|
|
|
|
|
|
|
pub fn lantern(mut self, item: Option<Item>) -> Self {
|
|
|
|
self.0.lantern = item;
|
|
|
|
self
|
|
|
|
}
|
|
|
|
|
|
|
|
pub fn head(mut self, item: Option<Item>) -> Self {
|
|
|
|
self.0.head = item;
|
|
|
|
self
|
|
|
|
}
|
|
|
|
|
|
|
|
pub fn tabard(mut self, item: Option<Item>) -> Self {
|
|
|
|
self.0.tabard = item;
|
|
|
|
self
|
|
|
|
}
|
|
|
|
|
|
|
|
pub fn build(self) -> Loadout { self.0 }
|
|
|
|
}
|