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use serde::{Deserialize, Serialize}; use super::{Entity, Item}; use crate::{ dice_roll, types::{Action, CmdResult, EnemyStatus, Items}, }; #[derive(Clone, Debug, Serialize, Deserialize)] pub struct Enemy { name: String, desc: String, inspect: String, hp: i32, ac: i32, xp: u32, damage: u32, status: EnemyStatus, #[serde(default)] loot: Items, } impl Enemy { pub fn new(name: &str, inspect: &str, status: EnemyStatus) -> Self { Self { name: name.to_owned(), desc: format!("There is a {} here.", name), inspect: inspect.to_owned(), hp: 1, ac: 0, xp: 0, damage: 1, status, loot: Items::new(), } } pub fn new_rats(status: EnemyStatus) -> Self { Self { name: String::from("swarm of rats"), desc: String::from("A swarm of rats raves along the floor."), inspect: String::from("The creatures chatter and scrape viciously."), hp: 24, ac: 0, xp: 25, damage: 2, status, loot: Items::new(), } } pub fn new_pirate(status: EnemyStatus) -> Self { Self { name: String::from("pirate"), desc: String::from("There is a pirate here."), inspect: String::from("The pirate is armed and smells vile."), hp: dice_roll(2, 7) as i32 + 2, ac: 10, xp: 50, damage: 6, status, loot: Items::new(), } } pub fn with_desc(mut self, desc: &str) -> Self { self.desc = String::from(desc); self } pub fn with_inspect(mut self, inspect: &str) -> Self { self.inspect = String::from(inspect); self } pub fn with_hp(mut self, hp: i32) -> Self { self.hp = hp; self } pub fn with_ac(mut self, ac: i32) -> Self { self.ac = ac; self } pub fn with_xp(mut self, xp: u32) -> Self { self.xp = xp; self } pub fn with_damage(mut self, damage: u32) -> Self { self.damage = damage; self } pub fn with_item(mut self, item: Item) -> Self { self.loot.push(Box::new(item)); self } pub fn long_desc(&self) -> String { match self.status { EnemyStatus::Asleep => format!("{} It is asleep.", self.desc), _ => self.desc.to_owned(), } } pub const fn xp(&self) -> u32 { self.xp } pub fn damage(&self) -> u32 { dice_roll(1, self.damage) } pub fn is_angry(&self) -> bool { self.status == EnemyStatus::Angry } pub const fn status(&self) -> EnemyStatus { self.status } pub fn make_angry(&mut self) { self.status = EnemyStatus::Angry; } pub const fn loot(&self) -> &Items { &self.loot } pub fn take_damage(&mut self, damage: u32) -> Option<CmdResult> { self.make_angry(); if dice_roll(1, 20) as i32 >= self.ac { self.hp -= damage as i32; None } else { match dice_roll(1, 3) { 0 => Some(CmdResult::new( Action::Active, format!( "\nYou swung at the {}, but it dodged out of the way.", self.name ), )), 1 => Some(CmdResult::new( Action::Active, format!( "\nYou hit the {}, but its armor absorbed the blow.", self.name ), )), _ => Some(CmdResult::new( Action::Active, format!("\nThe {} deftly blocked your attack.", self.name), )), } } } pub const fn is_alive(&self) -> bool { self.hp > 0 } pub fn drop_loot(&mut self) -> Items { self.loot.drain(0..).collect() } } impl Entity for Enemy { fn name(&self) -> &str { &self.name } fn desc(&self) -> &str { &self.desc } fn inspect(&self) -> &str { &self.inspect } }