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