use crate::{ assets::{self, Asset}, effect::Effect, terrain::{Block, BlockKind}, }; 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)] pub enum Tool { Dagger, Shield, Sword, Axe, Hammer, Bow, Staff, Debug(Debug), } #[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)] pub enum Debug { Boost, Possess, } #[derive(Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)] pub enum Armor { // TODO: Don't make armor be a body part. Wearing enemy's head is funny but also a creepy thing to do. Helmet, Shoulders, Chestplate, Belt, Gloves, Pants, Boots, Back, Tabard, Gem, Necklace, } #[derive(Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)] pub enum Consumable { Apple, Potion, Mushroom, Velorite, VeloriteFrag, } #[derive(Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)] pub enum Ingredient { Flower, Grass, } #[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), } #[derive(Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)] pub struct Item { name: String, description: String, pub kind: ItemKind, } impl Asset for Item { const ENDINGS: &'static [&'static str] = &["ron"]; fn parse(buf_reader: BufReader) -> Result { Ok(ron::de::from_reader(buf_reader).unwrap()) } } impl Item { pub fn name(&self) -> &str { &self.name } pub fn description(&self) -> &str { &self.description } pub fn try_reclaim_from_block(block: Block) -> Option { 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::() % 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::() % (rand::random::() % 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"), _ => unreachable!(), }), _ => None, } } } impl Component for Item { type Storage = FlaggedStorage>; }