rpg-stat 2021.12.16

A library for computer stats for RPG game development
Documentation
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/*!
# Creature Stats

Easy to `generate()` an editable version, or use `view()` to simple view the stats as an FLTK group
```
#[cfg(feature = "fltkform")]
fn run () {
    use fltk::{prelude::*, *};
    use fltk_form_derive::*;
    use fltk_form::FltkForm;
    use rpg_stat::random::Random;
    use rpg_stat::creature::Stats;
    let c = Stats::default();
    let app = app::App::default();
    let mut win = window::Window::default().with_size(400, 300);
    let my_struct = c.random_type();
    let mut grp = group::Scroll::default()
                    .with_size(300, 200)
                    .center_of_parent();
    let form = my_struct.generate();
    grp.end();
    win.end();
    while app.wait() {
        win.redraw();
    }
}
```
*/
use serde::{Deserialize, Serialize};
use std::fmt::Debug;

// #Normal
// #Special
use crate::special::Normal as Special;
use crate::special::SpecialMove;
use crate::item::Item;
use crate::item::Normal as MyItem;
// #Condition
use crate::effect::Normal as Condition;
// #Element
use crate::types::Normal as Element;
use crate::types::Advanced as Element2;
use crate::attributes::{Stage, Rate};//, Effectiveness};
use crate::random::*;

#[cfg(feature = "fltkform")]
use fltk::{prelude::*, *};
#[cfg(feature = "fltkform")]
use fltk_form_derive::*;
#[cfg(feature = "fltkform")]
use fltk_form::FltkForm;

/*
# Stats Stats

These stats exist for the sole purpose of raising and training creatures
This stat is based off of the ideas of the original Pokemon save memory data structure, but for use with the rpg_stat library.
*/
#[derive( Debug, Clone, PartialEq, Serialize, Deserialize)]
#[cfg_attr(feature = "fltkform", derive(FltkForm))]
pub struct Stats {
    /// Identification number
    pub id:u32,
    /// Name of creature
    pub name:String,
    /// Current Stage
    pub form:Stage,
    /// Current status/ailment condition
    pub condition:Condition,
    /// Normal element type
    pub element1:Element,
    /// Advanced element type
    pub element2:Element2,
    /// The rate of occurrence, or rate of success
    pub rate:Rate,
    /// this is the owner's id
    pub owner:u32,
    /// level cycle xp (for display)
    pub xp:f64,
    /// Total XP
    pub total_xp:f64,
    /// Experience points for leveling Health Points
    pub hp_xp:f64,
    /// Experience points for leveling Attack
    pub atk_xp:f64,
    /// Experience points for leveling Defense
    pub def_xp:f64,
    /// Experience points for leveling Speed
    pub speed_xp:f64,
    /// Experience points for leveling Special
    pub special_xp:f64,
    /// Current level
    pub level:f64,
    /// Maximum Health Points
    pub hp_max:f64,
    /// Current Health Points
    pub hp:f64,
    /// Attack power
    pub atk:f64,
    /// Defense capability
    pub def:f64,
    /// Speed of creature in battle, or as they move
    pub speed:f64,
    /// 
    pub special:f64,
    /// Putting a file name here generates a picture
    pub image:String,
    /// [Special Move](@TODO@)
    pub move0:Special,
    /// Mana Points for Special move 0
    pub move0_mp:f64,
    /// [Special Move](@TODO@)
    pub move1:Special,
    /// Mana Points for Special move 1
    pub move1_mp:f64,
    /// [Special Move](@TODO@)
    pub move2:Special,
    /// Mana Points for Special move 2
    pub move2_mp:f64,
    /// [Special Move](@TODO@)
    pub move3:Special,
    /// Mana Points for Special move 3
    pub move3_mp:f64,
    /// [Special Move](@TODO@)
    pub move4:Special,
    /// Mana Points for Special move 4
    pub move4_mp:f64,
    /// [MyItem type](@todo@)
    pub item0:MyItem,
    /// Number of items in slot 0
    pub items0:f64,
    /// [MyItem type](@todo@)
    pub item1:MyItem,
    /// Number of items in slot 1
    pub items1:f64,
    /// [MyItem type](@todo@)
    pub item2:MyItem,
    /// Number of items in slot 2
    pub items2:f64,
    /// [MyItem type](@todo@)
    pub item3:MyItem,
    /// Number of items in slot 3
    pub items3:f64,
    /// [MyItem type](@todo@)
    pub item4:MyItem,
    /// Number of items in slot 4
    pub items4:f64,
}
impl  Default for Stats {
    fn default() -> Self where Self:Sized {
        Self::new()
    }
}
impl Random for Stats {
    type Type = Stats;
    fn random_type(&self) -> Self::Type {
        let mut element1 = Element::Rock;
        element1 = element1.random_type();
        let hp = self.random(10.0,50.0);
        let atk = self.random(5.0,50.0);
        let def = self.random(5.0,50.0);
        let speed = self.random(5.0,50.0);
        let special = self.random(5.0,50.0);
        let form = Stage::Teen;
        let spec = Special::None;
        let item = MyItem::None;
        let move0 = spec.random_type();
        let move1 = spec.random_type();
        let rate = Rate::None;
        Stats {
            id:self.random_rate(100),
            name:random_creature_name(),
            form:form.random_type(),
            condition:Condition::None,
            element1,
            element2:Element2::None,
            rate:rate.random_type(),
            move0,
            move0_mp:move0.mp_total(0.0),
            move1,
            move1_mp:move1.mp_total(0.0),
            move2:spec,
            move2_mp:0.0,
            move3:spec,
            move3_mp:0.0,
            move4:spec,
            move4_mp:0.0,
            item0:item,
            items0:0.0,
            item1:item,
            items1:0.0,
            item2:item,
            items2:0.0,
            item3:item,
            items3:0.0,
            item4:item,
            items4:0.0,
            owner:0,
            xp:0.0,
            total_xp:0.0,
            hp_xp:hp,
            atk_xp:atk,
            def_xp:def,
            speed_xp:speed,
            special_xp:special,
            level:1.0,
            hp_max:hp,
            hp,
            atk,
            def,
            speed,
            special,
            image:String::from(""),
            
        }
    }
    
}
impl Stats {
/*
```
use rpg_stat::random::Random;
use rpg_stat::creature::Stats;
use rpg_stat::item::Item;
use rpg_stat::item::Normal as MyItem;

let mut stat = Stats::default();
stat = stat.random_type();
let captured = stat.check_capture();
if captured {
  println!("Captured: {:?}", stat.name.to_owned());
}
if stat.check_encounter() {
  println!("Found: {:?}", stat.name.to_owned());

}
if stat.heal(100.0) {
  println!("Healed: {:?}", stat.name.to_owned());

}
if stat.use_item(1) {
  println!("Used Item on {:?}", stat.name.to_owned());

}
if stat.get_item(1) {
  println!("Got item #1 from: {:?}", stat.name.to_owned());

}
if !stat.remove_item(3) {
  println!("{:?} has no item #3 to remove", stat.name.to_owned());

}
for item in stat.items {
    println!("Item: {:?}", item);
}
if stat.add_item(MyItem::Special) {
    println!("Added Item 'Special'");
}
let clone = stats.clone();
```
*/
    #[allow(unused)]
    pub fn check_capture(&self) -> bool {
        self.rate.worked()
    }
    #[allow(unused)]
    pub fn check_encounter(&self) -> bool {
        self.rate.worked()
    }
    #[allow(unused)]
    pub fn heal(&mut self, value:f64) -> bool {
        if value < 0.0 {
            return false;
        }
        self.hp += value;
        if self.hp > self.hp_max {
            self.hp = self.hp_max;
        }
        true
    }
    #[allow(unused)]
    pub fn next(&self) -> f64 {
        self.level * 20.0
    }
    #[allow(unused)]
    pub fn level_up(&mut self) {
        println!("xp:{} next:{} total:{}", self.xp, self.next(), self.total_xp);
        self.total_xp += self.xp;
        if self.xp > self.next() {
            if self.hp_xp > self.hp_max {
               self.hp_max = self.hp_xp; 
            } else {
                self.hp_xp += self.level;
            }
            if self.atk_xp > self.atk {
                self.atk = self.atk_xp; 
            } else {
                self.atk_xp += self.level;
            }
            if self.def_xp > self.def {
                self.def = self.def_xp; 
            } else {
                self.def_xp += self.level;
            }
            if self.speed_xp > self.speed {
                self.speed = self.speed_xp; 
            } else {
                self.speed_xp += self.level;
            }
            if self.special_xp > self.special {
                self.special = self.special_xp; 
            } else {
                self.special_xp += self.level;
            }
            self.level += 1.0;
            self.xp = 0.0;
        }
        println!("level:{}",self.level);
    }
    #[allow(unused)]
    pub fn new() -> Self {
        Stats {
            id:0,
            name:String::from(""),
            form:Stage::Baby,
            condition:Condition::None,
            element1:Element::None,
            element2:Element2::None,
            rate:Rate::None,
            item0:MyItem::None,
            items0:0.0,
            item1:MyItem::None,
            items1:0.0,
            item2:MyItem::None,
            items2:0.0,
            item3:MyItem::None,
            items3:0.0,
            item4:MyItem::None,
            items4:0.0,
            move0:Special::None,
            move0_mp:0.0,
            move1:Special::None,
            move1_mp:0.0,
            move2:Special::None,
            move2_mp:0.0,
            move3:Special::None,
            move3_mp:0.0,
            move4:Special::None,
            move4_mp:0.0,
            owner:0,
            xp:0.0,
            total_xp:0.0,
            hp_xp:0.0,
            atk_xp:0.0,
            def_xp:0.0,
            speed_xp:0.0,
            special_xp:0.0,
            level:0.0,
            hp_max:0.0,
            hp:0.0,
            atk:0.0,
            def:0.0,
            speed:0.0,
            special:0.0,
            image:String::from(""),
        }
    }
    #[allow(unused)]
    pub fn use_mp(&mut self, move_number:u32) -> bool {
        let value = 1.0;
        match move_number {
            0 => self.move0_mp -= value,
            1 => self.move1_mp -= value,
            2 => self.move2_mp -= value,
            3 => self.move3_mp -= value,
            4 => self.move4_mp -= value,
            _=> return false,
        }
        true
    }
    #[allow(unused)]
    pub fn get_mp(&self, move_number:u32) -> f64 {
        match move_number {
            0 => self.move0_mp,
            1 => self.move1_mp,
            2 => self.move2_mp,
            3 => self.move3_mp,
            4 => self.move4_mp,
            _=> 0.0,
        }
    }
    #[allow(unused)]
    pub fn restore_mp(&mut self, move_number:u32, value:f64) -> bool {
        match move_number {
            0 => {
                self.move0_mp += value;
                let limit = self.move0.mp_total(0.0);
                if self.move0_mp > limit {
                    self.move0_mp = limit;
                }
            },
            1 => {
                self.move1_mp += value;
                let limit = self.move1.mp_total(0.0);
                if self.move1_mp > limit {
                    self.move1_mp = limit;
                }
            },
            2 => {
                self.move2_mp += value;
                let limit = self.move2.mp_total(0.0);
                if self.move2_mp > limit {
                    self.move2_mp = limit;
                }
            },
            3 => {
                self.move3_mp += value;
                let limit = self.move3.mp_total(0.0);
                if self.move3_mp > limit {
                    self.move3_mp = limit;
                }
            },
            4 => {
                self.move4_mp += value;
                let limit = self.move4.mp_total(0.0);
                if self.move4_mp > limit {
                    self.move4_mp = limit;
                }
            },
            _=> return false,
        }
        true
    }
    #[allow(unused)]
    pub fn moves(&self) -> Vec<Special> {
        let mut vec:Vec<Special> = vec![];
        if self.move0 != Special::None {
            vec.push(self.move0);
        }
        if self.move1 != Special::None {
            vec.push(self.move1);
        }
        if self.move2 != Special::None {
            vec.push(self.move2);
        }
        if self.move3 != Special::None {
            vec.push(self.move3);
        }
        if self.move4 != Special::None {
            vec.push(self.move4);
        }
        vec
    }
    #[allow(unused)]
    pub fn add_move(&mut self, special:Special) -> bool {
        if self.move0 != Special::None {
            self.move0 = special;
            return true;
        }
        if self.move1 != Special::None {
            self.move1 = special;
            return true;
        }
        if self.move2 != Special::None {
            self.move2 = special;
            return true;
        }
        if self.move3 != Special::None {
            self.move3 = special;
            return true;
        }
        if self.move4 != Special::None {
            self.move4 = special;
            return true;
        }
        false
    }
    #[allow(unused)]
    pub fn remove_move(&mut self, move_number:u32) -> bool {
        match move_number {
            0 => self.move0 = Special::None,
            1 => self.move1 = Special::None,
            2 => self.move2 = Special::None,
            3 => self.move3 = Special::None,
            4 => self.move4 = Special::None,
            _=> return false,
        }
        true
    }
    #[allow(unused)]
    pub fn get_move(&self, move_number:u32) -> Special {
        match move_number {
            4 => self.move4,
            1 => self.move1,
            2 => self.move2,
            3 => self.move3,
            _=> self.move0,
        }
    }
    #[allow(unused)]
    pub fn valid_move(&self, move_number:u32) -> bool {
        match move_number {
            1 => !(self.move1 == Special::None),
            2 => !(self.move2 == Special::None),
            3 => !(self.move3 == Special::None),
            4 => !(self.move4 == Special::None),
            _=> !(self.move0 == Special::None),
        }
    }
    #[allow(unused)]
    pub fn damage_attack(&mut self, atk_move:Special) -> f64 {
        //first math
        let dmg = atk_move.damage(self.level);
        dmg * self.atk
    }
    #[allow(unused)]
    pub fn special(&mut self, id:usize, other:Stats) -> Option<f64> {
        let vec = self.moves();
        if vec.len() < id {
            return None
        }
        let atk_move = vec[id];
        let mut result = self.damage_attack(atk_move);//dmg * self.atk
        let def = other.def + other.hp;
        if result == 0.0 {
            result = def;
        }
        result /= def;
        if result > other.hp {
            result = other.hp;
        }
        Some(result)
    }
    #[allow(unused)]
    pub fn items(&self) -> Vec<MyItem> {
        let mut vec:Vec<MyItem> = vec![];
        if self.item0 != MyItem::None {
            vec.push(self.item0);
        }
        if self.item1 != MyItem::None {
            vec.push(self.item1);
        }
        if self.item2 != MyItem::None {
            vec.push(self.item2);
        }
        if self.item3 != MyItem::None {
            vec.push(self.item3);
        }
        if self.item4 != MyItem::None {
            vec.push(self.item4);
        }
        vec
    }
    #[allow(unused)]
    pub fn add_item(&mut self, special:MyItem) -> bool {
        if self.item0 != MyItem::None {
            self.item0 = special;
            return true;
        }
        if self.item1 != MyItem::None {
            self.item1 = special;
            return true;
        }
        if self.item2 != MyItem::None {
            self.item2 = special;
            return true;
        }
        if self.item3 != MyItem::None {
            self.item3 = special;
            return true;
        }
        if self.item4 != MyItem::None {
            self.item4 = special;
            return true;
        }
        false
    }
    #[allow(unused)]
    pub fn remove_item(&mut self, item_number:u32) -> bool {
        match item_number {
            0 => self.item0 = MyItem::None,
            1 => self.item1 = MyItem::None,
            2 => self.item2 = MyItem::None,
            3 => self.item3 = MyItem::None,
            4 => self.item4 = MyItem::None,
            _=> return false,
        }
        true
    }
    #[allow(unused)]
    pub fn get_item(&self, item_number:u32) -> MyItem {
        match item_number {
            0 => self.item0,
            1 => self.item1,
            2 => self.item2,
            3 => self.item3,
            _=> self.item4,
        }
    }

    #[allow(unused)]
    pub fn use_item(&mut self, item_number:u32) -> bool {
        let item:MyItem;
        match item_number {
            0 => item = self.item0,
            1 => item = self.item1,
            2 => item = self.item2,
            3 => item = self.item3,
            4=> item = self.item4,
            _=> return false,
        }
        let val = item.value();
        match item {
            MyItem::Hp => return self.heal(val),
            MyItem::Mp => return self.restore_mp(item_number, val),
            MyItem::Heal => self.condition = Condition::None,
            MyItem::Exp => self.xp += val,
            MyItem::Def => self.def += val,
            MyItem::Atk => self.atk += val,
            MyItem::Speed => self.speed += val,
            MyItem::Special => self.special += val,
            _=> return false,
        }
        true
    }
}