use crate::{ assets::{AssetExt, AssetHandle}, comp::{self, body, AllBodies, Body}, }; use lazy_static::lazy_static; use rand::seq::SliceRandom; use serde::Deserialize; use std::str::FromStr; #[derive(Clone, Copy, PartialEq)] pub enum NpcKind { Humanoid, Wolf, Pig, Duck, Phoenix, Clownfish, Marlin, Ogre, Gnome, Archaeos, StoneGolem, Reddragon, Crocodile, Tarantula, } pub const ALL_NPCS: [NpcKind; 14] = [ NpcKind::Humanoid, NpcKind::Wolf, NpcKind::Pig, NpcKind::Duck, NpcKind::Phoenix, NpcKind::Clownfish, NpcKind::Marlin, NpcKind::Ogre, NpcKind::Gnome, NpcKind::Archaeos, NpcKind::StoneGolem, NpcKind::Reddragon, NpcKind::Crocodile, NpcKind::Tarantula, ]; /// Body-specific NPC name metadata. /// /// NOTE: Deliberately don't (yet?) implement serialize. #[derive(Clone, Debug, Deserialize)] pub struct BodyNames { /// The keyword used to refer to this body type (e.g. via the command /// console). Should be unique per body type. pub keyword: String, /// A list of canonical names for NPCs with this body types (currently used /// when spawning this kind of NPC from the console). Going forward, /// these names will likely be split up by species. pub names_0: Vec, pub names_1: Option>, } /// Species-specific NPC name metadata. /// /// NOTE: Deliberately don't (yet?) implement serialize. #[derive(Clone, Debug, Deserialize)] pub struct SpeciesNames { /// The keyword used to refer to this species (e.g. via the command /// console). Should be unique per species and distinct from all body /// types (maybe in the future, it will just be unique per body type). pub keyword: String, /// The generic name for NPCs of this species. pub generic: String, } /// Type holding configuration data for NPC names. pub type NpcNames = AllBodies; lazy_static! { pub static ref NPC_NAMES: AssetHandle = NpcNames::load_expect("common.npc_names"); } impl FromStr for NpcKind { type Err = (); fn from_str(s: &str) -> Result { let npc_names = &*NPC_NAMES.read(); ALL_NPCS .iter() .copied() .find(|&npc| npc_names[npc].keyword == s) .ok_or(()) } } pub fn get_npc_name(npc_type: NpcKind, body_type: Option) -> String { let npc_names = NPC_NAMES.read(); let BodyNames { keyword, names_0, names_1, } = &npc_names[npc_type]; // If no pretty name is found, fall back to the keyword. match body_type { Some(BodyType::Male) => names_0 .choose(&mut rand::thread_rng()) .unwrap_or(keyword) .clone(), Some(BodyType::Female) if names_1.is_some() => { names_1 .as_ref() .unwrap() // Unwrap safe since is_some is true .choose(&mut rand::thread_rng()) .unwrap_or(keyword) .clone() }, _ => names_0 .choose(&mut rand::thread_rng()) .unwrap_or(keyword) .clone(), } } /// Randomly generates a body associated with this NPC kind. pub fn kind_to_body(kind: NpcKind) -> Body { match kind { NpcKind::Humanoid => comp::humanoid::Body::random().into(), NpcKind::Pig => comp::quadruped_small::Body::random().into(), NpcKind::Wolf => comp::quadruped_medium::Body::random().into(), NpcKind::Duck => comp::bird_medium::Body::random().into(), NpcKind::Phoenix => comp::bird_large::Body::random().into(), NpcKind::Clownfish => comp::fish_small::Body::random().into(), NpcKind::Marlin => comp::fish_medium::Body::random().into(), NpcKind::Ogre => comp::biped_large::Body::random().into(), NpcKind::Gnome => comp::biped_small::Body::random().into(), NpcKind::Archaeos => comp::theropod::Body::random().into(), NpcKind::StoneGolem => comp::golem::Body::random().into(), NpcKind::Reddragon => comp::dragon::Body::random().into(), NpcKind::Crocodile => comp::quadruped_low::Body::random().into(), NpcKind::Tarantula => comp::arthropod::Body::random().into(), } } /// A combination of an NpcKind (representing an outer species to generate), and /// a function that generates a fresh Body of a species that is part of that /// NpcKind each time it's called. The reason things are done this way is that /// when parsing spawn strings, we'd like to be able to randomize features that /// haven't already been specified; for instance, if no species is specified we /// should randomize species, while if a species is specified we can still /// randomize other attributes like gender or clothing. /// /// TODO: Now that we return a closure, consider having the closure accept a /// source of randomness explicitly, rather than always using ThreadRng. pub struct NpcBody(pub NpcKind, pub Box Body>); impl FromStr for NpcBody { type Err = (); /// Get an NPC kind from a string. If a body kind is matched without an /// associated species, generate the species randomly within it; if an /// explicit species is found, generate a random member of the species; /// otherwise, return Err(()). fn from_str(s: &str) -> Result { Self::from_str_with(s, kind_to_body) } } impl NpcBody { /// If there is an exact name match for a body kind, call kind_to_body on /// it. Otherwise, if an explicit species is found, generate a random /// member of the species; otherwise, return Err(()). #[allow(clippy::result_unit_err)] pub fn from_str_with(s: &str, kind_to_body: fn(NpcKind) -> Body) -> Result { fn parse< 'a, B: Into + 'static, // NOTE: Should be cheap in all cases, but if it weren't we should revamp the indexing // method to take references instead of owned values. Species: 'static, BodyMeta, SpeciesData: for<'b> core::ops::Index<&'b Species, Output = SpeciesNames>, >( s: &str, npc_kind: NpcKind, body_data: &'a comp::BodyData, conv_func: for<'d> fn(&mut rand::rngs::ThreadRng, &'d Species) -> B, ) -> Option where &'a SpeciesData: IntoIterator, { let npc_names = &body_data.species; body_data .species .into_iter() .find(|species| npc_names[species].keyword == s) .map(|species| { NpcBody( npc_kind, Box::new(move || conv_func(&mut rand::thread_rng(), &species).into()), ) }) } let npc_names = &*NPC_NAMES.read(); // First, parse npc kind names. NpcKind::from_str(s) .map(|kind| NpcBody(kind, Box::new(move || kind_to_body(kind)))) .ok() // Otherwise, npc kind names aren't sufficient; we parse species names instead. .or_else(|| { parse( s, NpcKind::Humanoid, &npc_names.humanoid, comp::humanoid::Body::random_with, ) }) .or_else(|| { parse( s, NpcKind::Pig, &npc_names.quadruped_small, comp::quadruped_small::Body::random_with, ) }) .or_else(|| { parse( s, NpcKind::Wolf, &npc_names.quadruped_medium, comp::quadruped_medium::Body::random_with, ) }) .or_else(|| { parse( s, NpcKind::Duck, &npc_names.bird_medium, comp::bird_medium::Body::random_with, ) }) .or_else(|| { parse( s, NpcKind::Phoenix, &npc_names.bird_large, comp::bird_large::Body::random_with, ) }) .or_else(|| { parse( s, NpcKind::Clownfish, &npc_names.fish_small, comp::fish_small::Body::random_with, ) }) .or_else(|| { parse( s, NpcKind::Marlin, &npc_names.fish_medium, comp::fish_medium::Body::random_with, ) }) .or_else(|| { parse( s, NpcKind::Ogre, &npc_names.biped_large, comp::biped_large::Body::random_with, ) }) .or_else(|| { parse( s, NpcKind::Gnome, &npc_names.biped_small, comp::biped_small::Body::random_with, ) }) .or_else(|| { parse( s, NpcKind::Archaeos, &npc_names.theropod, comp::theropod::Body::random_with, ) }) .or_else(|| { parse( s, NpcKind::StoneGolem, &npc_names.golem, comp::golem::Body::random_with, ) }) .or_else(|| { parse( s, NpcKind::Reddragon, &npc_names.dragon, comp::dragon::Body::random_with, ) }) .or_else(|| { parse( s, NpcKind::Crocodile, &npc_names.quadruped_low, comp::quadruped_low::Body::random_with, ) }) .or_else(|| { parse( s, NpcKind::Tarantula, &npc_names.arthropod, comp::arthropod::Body::random_with, ) }) .ok_or(()) } } pub enum BodyType { Male, Female, } impl BodyType { pub fn from_body(body: Body) -> Option { match body { Body::Humanoid(humanoid) => match humanoid.body_type { body::humanoid::BodyType::Male => Some(BodyType::Male), body::humanoid::BodyType::Female => Some(BodyType::Female), }, _ => None, } } }