use crate::make_case_elim; use rand::{seq::SliceRandom, thread_rng, Rng}; use serde::{Deserialize, Serialize}; use serde_repr::{Deserialize_repr, Serialize_repr}; #[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)] pub struct Body { pub species: Species, pub body_type: BodyType, pub hair_style: u8, pub beard: u8, pub eyes: u8, pub accessory: u8, pub hair_color: u8, pub skin: u8, pub eye_color: u8, } impl Body { pub fn random() -> Self { let mut rng = thread_rng(); let species = *(&ALL_SPECIES).choose(&mut rng).unwrap(); Self::random_with(&mut rng, &species) } #[inline] pub fn random_with(rng: &mut impl Rng, &species: &Species) -> Self { let body_type = *(&ALL_BODY_TYPES).choose(rng).unwrap(); Self { species, body_type, hair_style: rng.gen_range(0, species.num_hair_styles(body_type)), beard: rng.gen_range(0, species.num_beards(body_type)), accessory: rng.gen_range(0, species.num_accessories(body_type)), hair_color: rng.gen_range(0, species.num_hair_colors()) as u8, skin: rng.gen_range(0, species.num_skin_colors()) as u8, eye_color: rng.gen_range(0, species.num_eye_colors()) as u8, eyes: rng.gen_range(0, 1), /* TODO Add a way to set specific head-segments for NPCs * with the default being a random one */ } } pub fn validate(&mut self) { self.hair_style = self .hair_style .min(self.species.num_hair_styles(self.body_type) - 1); self.beard = self.beard.min(self.species.num_beards(self.body_type) - 1); self.hair_color = self.hair_color.min(self.species.num_hair_colors() - 1); self.skin = self.skin.min(self.species.num_skin_colors() - 1); self.eyes = self.eyes.min(self.species.num_eyes(self.body_type) - 1); self.eye_color = self.hair_style.min(self.species.num_eye_colors() - 1); self.accessory = self .accessory .min(self.species.num_accessories(self.body_type) - 1); } } impl From for super::Body { fn from(body: Body) -> Self { super::Body::Humanoid(body) } } make_case_elim!( species, #[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)] #[repr(u32)] pub enum Species { Danari = 0, Dwarf = 1, Elf = 2, Human = 3, Orc = 4, Undead = 5, } ); /// Data representing per-species generic data. /// /// NOTE: Deliberately don't (yet?) implement serialize. #[derive(Clone, Debug, Serialize, Deserialize)] pub struct AllSpecies { pub danari: SpeciesMeta, pub dwarf: SpeciesMeta, pub elf: SpeciesMeta, pub human: SpeciesMeta, pub orc: SpeciesMeta, pub undead: SpeciesMeta, } impl<'a, SpeciesMeta> core::ops::Index<&'a Species> for AllSpecies { type Output = SpeciesMeta; #[inline] fn index(&self, &index: &'a Species) -> &Self::Output { match index { Species::Danari => &self.danari, Species::Dwarf => &self.dwarf, Species::Elf => &self.elf, Species::Human => &self.human, Species::Orc => &self.orc, Species::Undead => &self.undead, } } } pub const ALL_SPECIES: [Species; 6] = [ Species::Danari, Species::Dwarf, Species::Elf, Species::Human, Species::Orc, Species::Undead, ]; impl<'a, SpeciesMeta: 'a> IntoIterator for &'a AllSpecies { type IntoIter = std::iter::Copied>; type Item = Species; fn into_iter(self) -> Self::IntoIter { ALL_SPECIES.iter().copied() } } // Skin colors pub const DANARI_SKIN_COLORS: [Skin; 4] = [ Skin::DanariOne, Skin::DanariTwo, Skin::DanariThree, Skin::DanariFour, ]; pub const DWARF_SKIN_COLORS: [Skin; 14] = [ Skin::Skin1, Skin::Skin2, Skin::Skin3, Skin::Skin4, Skin::Skin5, Skin::Skin6, Skin::Skin7, Skin::Skin8, Skin::Skin9, Skin::Skin10, Skin::Skin11, Skin::Skin12, Skin::Iron, Skin::Steel, ]; pub const ELF_SKIN_COLORS: [Skin; 13] = [ Skin::Skin1, Skin::Skin2, Skin::Skin3, Skin::Skin5, Skin::Skin6, Skin::Skin7, Skin::Skin8, Skin::Skin9, Skin::Skin10, Skin::Skin11, Skin::Skin12, Skin::ElfOne, Skin::ElfTwo, //Skin::ElfThree, ]; pub const HUMAN_SKIN_COLORS: [Skin; 18] = [ Skin::Skin1, Skin::Skin2, Skin::Skin3, Skin::Skin4, Skin::Skin5, Skin::Skin6, Skin::Skin7, Skin::Skin8, Skin::Skin9, Skin::Skin10, Skin::Skin11, Skin::Skin12, Skin::Skin13, Skin::Skin14, Skin::Skin15, Skin::Skin16, Skin::Skin17, Skin::Skin18, ]; pub const ORC_SKIN_COLORS: [Skin; 4] = [Skin::OrcOne, Skin::OrcTwo, Skin::OrcThree, Skin::OrcFour]; pub const UNDEAD_SKIN_COLORS: [Skin; 3] = [Skin::UndeadOne, Skin::UndeadTwo, Skin::UndeadThree]; // Eye colors pub const DANARI_EYE_COLORS: [EyeColor; 3] = [ EyeColor::CuriousGreen, EyeColor::LoyalBrown, EyeColor::ViciousRed, ]; pub const DWARF_EYE_COLORS: [EyeColor; 4] = [ EyeColor::CuriousGreen, EyeColor::LoyalBrown, EyeColor::NobleBlue, EyeColor::CornflowerBlue, ]; pub const ELF_EYE_COLORS: [EyeColor; 4] = [ EyeColor::NobleBlue, EyeColor::CornflowerBlue, EyeColor::CuriousGreen, EyeColor::LoyalBrown, ]; pub const HUMAN_EYE_COLORS: [EyeColor; 4] = [ EyeColor::NobleBlue, EyeColor::CornflowerBlue, EyeColor::CuriousGreen, EyeColor::LoyalBrown, ]; pub const ORC_EYE_COLORS: [EyeColor; 5] = [ EyeColor::LoyalBrown, EyeColor::ExoticPurple, EyeColor::AmberOrange, EyeColor::PineGreen, EyeColor::CornflowerBlue, ]; pub const UNDEAD_EYE_COLORS: [EyeColor; 5] = [ EyeColor::ViciousRed, EyeColor::PumpkinOrange, EyeColor::GhastlyYellow, EyeColor::MagicPurple, EyeColor::ToxicGreen, ]; impl Species { fn skin_colors(self) -> &'static [Skin] { match self { Species::Danari => &DANARI_SKIN_COLORS, Species::Dwarf => &DWARF_SKIN_COLORS, Species::Elf => &ELF_SKIN_COLORS, Species::Human => &HUMAN_SKIN_COLORS, Species::Orc => &ORC_SKIN_COLORS, Species::Undead => &UNDEAD_SKIN_COLORS, } } fn eye_colors(self) -> &'static [EyeColor] { match self { Species::Danari => &DANARI_EYE_COLORS, Species::Dwarf => &DWARF_EYE_COLORS, Species::Elf => &ELF_EYE_COLORS, Species::Human => &HUMAN_EYE_COLORS, Species::Orc => &ORC_EYE_COLORS, Species::Undead => &UNDEAD_EYE_COLORS, } } /// FIXME: This is a hack! The only reason we need to do this is because /// hair colors are currently just indices into an array, not enum /// variants. Once we have proper variants for hair colors, we won't /// need to do this anymore, since we will use locally defined arrays to /// represent per-species stuff (or have some other solution for validity). pub fn num_hair_colors(self) -> u8 { match self { Species::Danari => 12, Species::Dwarf => 21, Species::Elf => 24, Species::Human => 22, Species::Orc => 11, Species::Undead => 22, } } pub fn skin_color(self, val: u8) -> Skin { self.skin_colors() .get(val as usize) .copied() .unwrap_or(Skin::Skin3) } pub fn num_skin_colors(self) -> u8 { self.skin_colors().len() as u8 } pub fn eye_color(self, val: u8) -> EyeColor { self.eye_colors() .get(val as usize) .copied() .unwrap_or(EyeColor::NobleBlue) } pub fn num_eye_colors(self) -> u8 { self.eye_colors().len() as u8 } pub fn num_hair_styles(self, body_type: BodyType) -> u8 { match (self, body_type) { (Species::Danari, BodyType::Female) => 4, (Species::Danari, BodyType::Male) => 4, (Species::Dwarf, BodyType::Female) => 7, (Species::Dwarf, BodyType::Male) => 4, (Species::Elf, BodyType::Female) => 21, (Species::Elf, BodyType::Male) => 4, (Species::Human, BodyType::Female) => 19, (Species::Human, BodyType::Male) => 17, (Species::Orc, BodyType::Female) => 7, (Species::Orc, BodyType::Male) => 8, (Species::Undead, BodyType::Female) => 6, (Species::Undead, BodyType::Male) => 5, } } pub fn num_accessories(self, body_type: BodyType) -> u8 { match (self, body_type) { (Species::Danari, BodyType::Female) => 1, (Species::Danari, BodyType::Male) => 1, (Species::Dwarf, BodyType::Female) => 7, (Species::Dwarf, BodyType::Male) => 7, (Species::Elf, BodyType::Female) => 2, (Species::Elf, BodyType::Male) => 1, (Species::Human, BodyType::Female) => 1, (Species::Human, BodyType::Male) => 1, (Species::Orc, BodyType::Female) => 4, (Species::Orc, BodyType::Male) => 6, (Species::Undead, BodyType::Female) => 2, (Species::Undead, BodyType::Male) => 2, } } pub fn num_eyebrows(self, _body_type: BodyType) -> u8 { 1 } pub fn num_eyes(self, body_type: BodyType) -> u8 { match (self, body_type) { (Species::Danari, BodyType::Female) => 6, (Species::Danari, BodyType::Male) => 7, (Species::Dwarf, BodyType::Female) => 6, (Species::Dwarf, BodyType::Male) => 7, (Species::Elf, BodyType::Female) => 6, (Species::Elf, BodyType::Male) => 7, (Species::Human, BodyType::Female) => 6, (Species::Human, BodyType::Male) => 5, (Species::Orc, BodyType::Female) => 6, (Species::Orc, BodyType::Male) => 2, (Species::Undead, BodyType::Female) => 3, (Species::Undead, BodyType::Male) => 4, } } pub fn num_beards(self, body_type: BodyType) -> u8 { match (self, body_type) { (Species::Danari, BodyType::Female) => 1, (Species::Danari, BodyType::Male) => 2, (Species::Dwarf, BodyType::Female) => 1, (Species::Dwarf, BodyType::Male) => 20, (Species::Elf, BodyType::Female) => 1, (Species::Elf, BodyType::Male) => 1, (Species::Human, BodyType::Female) => 1, (Species::Human, BodyType::Male) => 4, (Species::Orc, BodyType::Female) => 1, (Species::Orc, BodyType::Male) => 3, (Species::Undead, BodyType::Female) => 1, (Species::Undead, BodyType::Male) => 1, } } } make_case_elim!( body_type, #[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)] #[repr(u32)] pub enum BodyType { Female = 0, Male = 1, } ); pub const ALL_BODY_TYPES: [BodyType; 2] = [BodyType::Female, BodyType::Male]; make_case_elim!( eye_color, #[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, Serialize_repr, Deserialize_repr)] #[repr(u32)] pub enum EyeColor { VigorousBlack = 0, NobleBlue = 1, CuriousGreen = 2, LoyalBrown = 3, ViciousRed = 4, PumpkinOrange = 5, GhastlyYellow = 6, MagicPurple = 7, ToxicGreen = 8, ExoticPurple = 9, SulfurYellow = 10, AmberOrange = 11, PineGreen = 12, CornflowerBlue = 13, } ); make_case_elim!( skin, #[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, Serialize_repr, Deserialize_repr)] #[repr(u32)] pub enum Skin { Skin1 = 0, Skin2 = 1, Skin3 = 2, Skin4 = 3, Skin5 = 4, Skin6 = 5, Iron = 6, Steel = 7, DanariOne = 8, DanariTwo = 9, DanariThree = 10, DanariFour = 11, ElfOne = 12, ElfTwo = 13, //ElfThree = 14, OrcOne = 14, OrcTwo = 15, OrcThree = 16, UndeadOne = 17, UndeadTwo = 18, UndeadThree = 19, Skin7 = 20, Skin8 = 21, Skin9 = 22, Skin10 = 23, Skin11 = 24, Skin12 = 25, Skin13 = 26, Skin14 = 27, Skin15 = 28, Skin16 = 29, Skin17 = 30, Skin18 = 31, OrcFour = 32, } );