mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
253 lines
7.5 KiB
Rust
253 lines
7.5 KiB
Rust
use crate::{
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assets,
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comp::{
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item::{Item, ItemKind},
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Body, CharacterAbility, ItemConfig, Loadout,
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},
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};
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use std::time::Duration;
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/// Builder for character Loadouts, containing weapon and armour items belonging
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/// to a character, along with some helper methods for loading Items and
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/// ItemConfig
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///
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/// ```
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/// use veloren_common::LoadoutBuilder;
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///
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/// // Build a loadout with character starter defaults and a specific sword with default sword abilities
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/// let loadout = LoadoutBuilder::new()
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/// .defaults()
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/// .active_item(LoadoutBuilder::default_item_config_from_str(
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/// Some("common.items.weapons.sword.zweihander_sword_0"),
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/// ))
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/// .build();
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/// ```
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pub struct LoadoutBuilder(Loadout);
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impl Body {
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pub fn base_dmg(&self) -> u32 {
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match self {
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Body::Humanoid(_) => 8,
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Body::QuadrupedSmall(_) => 7,
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Body::QuadrupedMedium(_) => 10,
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Body::BirdMedium(_) => 6,
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Body::FishMedium(_) => 5,
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Body::Dragon(_) => 75,
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Body::BirdSmall(_) => 4,
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Body::FishSmall(_) => 3,
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Body::BipedLarge(_) => 30,
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Body::Object(_) => 0,
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Body::Golem(_) => 30,
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Body::Critter(_) => 6,
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Body::QuadrupedLow(_) => 9,
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}
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}
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pub fn base_range(&self) -> f32 {
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match self {
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Body::Humanoid(_) => 5.0,
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Body::QuadrupedSmall(_) => 4.5,
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Body::QuadrupedMedium(_) => 5.5,
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Body::BirdMedium(_) => 3.5,
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Body::FishMedium(_) => 3.5,
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Body::Dragon(_) => 12.5,
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Body::BirdSmall(_) => 3.0,
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Body::FishSmall(_) => 3.0,
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Body::BipedLarge(_) => 10.0,
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Body::Object(_) => 3.0,
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Body::Golem(_) => 7.5,
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Body::Critter(_) => 3.0,
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Body::QuadrupedLow(_) => 4.5,
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}
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}
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}
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impl LoadoutBuilder {
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#[allow(clippy::new_without_default)] // TODO: Pending review in #587
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pub fn new() -> Self {
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Self(Loadout {
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active_item: None,
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second_item: None,
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shoulder: None,
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chest: None,
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belt: None,
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hand: None,
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pants: None,
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foot: None,
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back: None,
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ring: None,
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neck: None,
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lantern: None,
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head: None,
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tabard: None,
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})
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}
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/// Set default armor items for the loadout. This may vary with game
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/// updates, but should be safe defaults for a new character.
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pub fn defaults(self) -> Self {
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self.chest(Some(assets::load_expect_cloned(
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"common.items.armor.starter.rugged_chest",
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)))
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.pants(Some(assets::load_expect_cloned(
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"common.items.armor.starter.rugged_pants",
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)))
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.foot(Some(assets::load_expect_cloned(
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"common.items.armor.starter.sandals_0",
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)))
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.lantern(Some(assets::load_expect_cloned(
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"common.items.armor.starter.lantern",
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)))
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}
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/// Default animal configuration
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pub fn animal(body: Body) -> Self {
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Self(Loadout {
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active_item: Some(ItemConfig {
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item: assets::load_expect_cloned("common.items.weapons.empty"),
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ability1: Some(CharacterAbility::BasicMelee {
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energy_cost: 10,
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buildup_duration: Duration::from_millis(600),
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recover_duration: Duration::from_millis(100),
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base_healthchange: -(body.base_dmg() as i32),
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range: body.base_range(),
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max_angle: 80.0,
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}),
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ability2: None,
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ability3: None,
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block_ability: None,
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dodge_ability: None,
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}),
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second_item: None,
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shoulder: None,
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chest: None,
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belt: None,
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hand: None,
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pants: None,
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foot: None,
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back: None,
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ring: None,
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neck: None,
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lantern: None,
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head: None,
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tabard: None,
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})
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}
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/// Get the default [ItemConfig](../comp/struct.ItemConfig.html) for a tool
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/// (weapon). This information is required for the `active` and `second`
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/// weapon items in a loadout. If some customisation to the item's
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/// abilities or their timings is desired, you should create and provide
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/// the item config directly to the [active_item](#method.active_item)
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/// method
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pub fn default_item_config_from_item(maybe_item: Option<Item>) -> Option<ItemConfig> {
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if let Some(item) = maybe_item {
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if let ItemKind::Tool(tool) = item.kind {
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let mut abilities = tool.get_abilities();
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let mut ability_drain = abilities.drain(..);
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return Some(ItemConfig {
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item,
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ability1: ability_drain.next(),
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ability2: ability_drain.next(),
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ability3: ability_drain.next(),
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block_ability: Some(CharacterAbility::BasicBlock),
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dodge_ability: Some(CharacterAbility::Roll),
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});
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}
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}
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None
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}
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/// Get an [Item](../comp/struct.Item.html) by its string
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/// reference by loading its asset
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pub fn item_from_str(item_ref: Option<&str>) -> Option<Item> {
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item_ref.and_then(|specifier| assets::load_cloned::<Item>(&specifier).ok())
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}
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/// Get an item's (weapon's) default
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/// [ItemConfig](../comp/struct.ItemConfig.html)
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/// by string reference. This will first attempt to load the Item, then
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/// the default abilities for that item via the
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/// [default_item_config_from_item](#method.default_item_config_from_item)
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/// function
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pub fn default_item_config_from_str(item_ref: Option<&str>) -> Option<ItemConfig> {
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Self::default_item_config_from_item(Self::item_from_str(item_ref))
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}
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pub fn active_item(mut self, item: Option<ItemConfig>) -> Self {
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self.0.active_item = item;
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self
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}
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pub fn second_item(mut self, item: Option<ItemConfig>) -> Self {
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self.0.second_item = item;
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self
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}
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pub fn shoulder(mut self, item: Option<Item>) -> Self {
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self.0.shoulder = item;
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self
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}
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pub fn chest(mut self, item: Option<Item>) -> Self {
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self.0.chest = item;
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self
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}
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pub fn belt(mut self, item: Option<Item>) -> Self {
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self.0.belt = item;
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self
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}
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pub fn hand(mut self, item: Option<Item>) -> Self {
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self.0.hand = item;
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self
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}
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pub fn pants(mut self, item: Option<Item>) -> Self {
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self.0.pants = item;
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self
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}
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pub fn foot(mut self, item: Option<Item>) -> Self {
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self.0.foot = item;
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self
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}
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pub fn back(mut self, item: Option<Item>) -> Self {
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self.0.back = item;
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self
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}
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pub fn ring(mut self, item: Option<Item>) -> Self {
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self.0.ring = item;
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self
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}
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pub fn neck(mut self, item: Option<Item>) -> Self {
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self.0.neck = item;
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self
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}
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pub fn lantern(mut self, item: Option<Item>) -> Self {
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self.0.lantern = item;
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self
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}
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pub fn head(mut self, item: Option<Item>) -> Self {
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self.0.head = item;
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self
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}
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pub fn tabard(mut self, item: Option<Item>) -> Self {
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self.0.tabard = item;
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self
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}
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pub fn build(self) -> Loadout { self.0 }
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}
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