veloren/common/src/comp/inventory/item.rs

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use crate::{
assets::{self, Asset},
effect::Effect,
terrain::{Block, BlockKind},
};
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use specs::{Component, FlaggedStorage};
use specs_idvs::IDVStorage;
use std::fs::File;
use std::io::BufReader;
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)]
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pub enum Tool {
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Dagger,
Shield,
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Sword,
Axe,
Hammer,
Bow,
Staff,
Debug(Debug),
}
#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)]
pub enum Debug {
Boost,
Possess,
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}
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#[derive(Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)]
pub enum Armor {
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// TODO: Don't make armor be a body part. Wearing enemy's head is funny but also a creepy thing to do.
Helmet,
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Shoulders,
Chestplate,
Belt,
Gloves,
Pants,
Boots,
Back,
Tabard,
Gem,
Necklace,
}
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#[derive(Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)]
pub enum Consumable {
Apple,
Potion,
Mushroom,
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Velorite,
VeloriteFrag,
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}
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#[derive(Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)]
pub enum Ingredient {
Flower,
Grass,
}
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#[derive(Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)]
pub enum ItemKind {
Tool { kind: Tool, power: u32 },
Armor { kind: Armor, power: u32 },
Consumable { kind: Consumable, effect: Effect },
Ingredient(Ingredient),
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}
#[derive(Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)]
pub struct Item {
name: String,
description: String,
pub kind: ItemKind,
}
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impl Asset for Item {
const ENDINGS: &'static [&'static str] = &["ron"];
fn parse(buf_reader: BufReader<File>) -> Result<Self, assets::Error> {
Ok(ron::de::from_reader(buf_reader).unwrap())
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}
}
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impl Item {
pub fn name(&self) -> &str {
&self.name
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}
pub fn description(&self) -> &str {
&self.description
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}
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pub fn try_reclaim_from_block(block: Block) -> Option<Self> {
match block.kind() {
BlockKind::Apple => Some(assets::load_expect_cloned("common.items.apple")),
BlockKind::Mushroom => Some(assets::load_expect_cloned("common.items.mushroom")),
BlockKind::Velorite => Some(assets::load_expect_cloned("common.items.velorite")),
BlockKind::BlueFlower => Some(assets::load_expect_cloned("common.items.flowers.blue")),
BlockKind::PinkFlower => Some(assets::load_expect_cloned("common.items.flowers.pink")),
BlockKind::PurpleFlower => {
Some(assets::load_expect_cloned("common.items.flowers.purple"))
}
BlockKind::RedFlower => Some(assets::load_expect_cloned("common.items.flowers.red")),
BlockKind::WhiteFlower => {
Some(assets::load_expect_cloned("common.items.flowers.white"))
}
BlockKind::YellowFlower => {
Some(assets::load_expect_cloned("common.items.flowers.yellow"))
}
BlockKind::Sunflower => Some(assets::load_expect_cloned("common.items.flowers.sun")),
BlockKind::LongGrass => Some(assets::load_expect_cloned("common.items.grasses.long")),
BlockKind::MediumGrass => {
Some(assets::load_expect_cloned("common.items.grasses.medium"))
}
BlockKind::ShortGrass => Some(assets::load_expect_cloned("common.items.grasses.short")),
BlockKind::Chest => Some(match rand::random::<usize>() % 4 {
0 => assets::load_expect_cloned("common.items.apple"),
1 => assets::load_expect_cloned("common.items.velorite"),
// TODO: Implement random asset loading
//2 => Item::Tool {
// kind: *(&ALL_TOOLS).choose(&mut rand::thread_rng()),
// power: 8 + rand::random::<u32>() % (rand::random::<u32>() % 29 + 1),
// stamina: 0,
// strength: 0,
// dexterity: 0,
// intelligence: 0,
//},
2 => assets::load_expect_cloned("common.items.apple"),
3 => assets::load_expect_cloned("common.items.veloritefrag"),
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_ => unreachable!(),
}),
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_ => None,
}
}
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}
impl Component for Item {
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type Storage = FlaggedStorage<Self, IDVStorage<Self>>;
}