use crate::{ comp, comp::{body::humanoid::Species, skills::SkillSet, Body}, }; use serde::{Deserialize, Serialize}; use specs::{Component, FlaggedStorage}; use specs_idvs::IdvStorage; use std::{error::Error, fmt}; #[derive(Clone, Copy, Debug, Serialize, Deserialize)] pub struct Exp { current: u32, maximum: u32, } #[derive(Clone, Copy, Debug, Serialize, Deserialize)] pub struct Level { amount: u32, } #[derive(Debug)] pub enum StatChangeError { Underflow, Overflow, } impl fmt::Display for StatChangeError { fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result { write!(f, "{}", match self { Self::Underflow => "insufficient stat quantity", Self::Overflow => "stat quantity would overflow", }) } } impl Error for StatChangeError {} impl Exp { /// Used to determine how much exp is required to reach the next level. When /// a character levels up, the next level target is increased by this value const EXP_INCREASE_FACTOR: u32 = 25; pub fn current(&self) -> u32 { self.current } pub fn maximum(&self) -> u32 { self.maximum } pub fn set_current(&mut self, current: u32) { self.current = current; } pub fn change_by(&mut self, current: i64) { self.current = ((self.current as i64) + current) as u32; } pub fn change_maximum_by(&mut self, maximum: i64) { self.maximum = ((self.maximum as i64) + maximum) as u32; } pub fn update_maximum(&mut self, level: u32) { self.maximum = level .saturating_mul(Self::EXP_INCREASE_FACTOR) .saturating_add(Self::EXP_INCREASE_FACTOR); } } impl Level { pub fn set_level(&mut self, level: u32) { self.amount = level; } pub fn level(&self) -> u32 { self.amount } pub fn change_by(&mut self, level: u32) { self.amount += level; } } #[derive(Clone, Debug, Serialize, Deserialize)] pub struct Stats { pub name: String, pub level: Level, pub exp: Exp, pub skill_set: SkillSet, pub endurance: u32, pub fitness: u32, pub willpower: u32, pub body_type: Body, } impl Stats { pub fn new(name: String, body: Body) -> Self { let species = if let comp::Body::Humanoid(hbody) = body { Some(hbody.species) } else { None }; // TODO: define base stats somewhere else (maybe method on Body?) let (endurance, fitness, willpower) = match species { Some(Species::Danari) => (0, 2, 3), // Small, flexible, intelligent, physically weak Some(Species::Dwarf) => (2, 2, 1), // physically strong, intelligent, slow reflexes Some(Species::Elf) => (1, 2, 2), // Intelligent, quick, physically weak Some(Species::Human) => (2, 1, 2), // Perfectly balanced Some(Species::Orc) => (3, 2, 0), /* Physically strong, non intelligent, medium */ // reflexes Some(Species::Undead) => (1, 3, 1), /* Very good reflexes, equally intelligent and */ // strong None => (0, 0, 0), }; Self { name, level: Level { amount: 1 }, exp: Exp { current: 0, maximum: 50, }, skill_set: SkillSet::default(), endurance, fitness, willpower, body_type: body, } } /// Creates an empty `Stats` instance - used during character loading from /// the database pub fn empty() -> Self { Self { name: "".to_owned(), level: Level { amount: 1 }, exp: Exp { current: 0, maximum: 50, }, skill_set: SkillSet::default(), endurance: 0, fitness: 0, willpower: 0, body_type: comp::Body::Humanoid(comp::body::humanoid::Body::random()), } } pub fn with_level(mut self, level: u32) -> Self { self.level.set_level(level); self } } impl Component for Stats { type Storage = FlaggedStorage>; }