rpg-stat 2021.12.16

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

[![Documentation](https://docs.rs/rpg-stat/badge.svg)](https://docs.rs/rpg-stat)
[![Crates.io](https://img.shields.io/crates/v/rpg-stat.svg)](https://crates.io/crates/rpg-stat)

Cargo.toml

Versioning numbering was changed to `year.month.day` format

`rpg_stat="2021.12"`

## Only SPECIFIC stats are supported for FLTK

This is due to limitations of abstraction, namely Vectors and primitives being practically the same as a generic type
FLTK uses `f64` so the `rpg_stat::stats::Stats` implements [fltk-form](https://crates.io/crates/fltk-form)

# Stats

The Stats are broken down into categories `Basic`, `Normal`, and `Advanced`

`Basic` contains only the most needed for a generic game
Your file needs:
`use rpg_stat::stats::Basic as Stats`
 * id
 * xp
 * xp_next
 * level
 * gp
 * hp
 * mp
 * hp_max
 * mp_max
 * speed

`Normal` includes a few more for the generic RPG battle system as well as everything in `Basic`
Your file needs:
`use rpg_stat::stats::Normal as Stats`
 * atk
 * def
 * m_atk
 * m_def

`Advanced` contains the finer details seen in tabletop RPG stats as well as everything in `Normal` and `Basic`
Your file needs:
`use rpg_stat::stats::Advanced as Stats`
 * agility
 * strength
 * dexterity
 * constitution
 * intelligence
 * charisma
 * wisdom
 * age

You can easily **ANY** of build these to populate however you like:
```
// choose Normal or Basic if you'd rather...
use rpg_stat::stats::Advanced as Stats;
let stats:Stats<f64> = Stats::empty::<f64>();
```

## Serde + TOML/INI

Yes you can use serde with any of the assets/characters/ files provided.  You can use them in your custom structs.

## Custom toml/ini with serde

```
use serde::{Deserialize, Serialize};
use rpg_stat::attributes::{Effectiveness, Value};
use rpg_stat::class::Basic as Class;
use rpg_stat::stats::Basic as Stats;

// example program
const INI_FILE:&str = r#"name="test"
class="Hero"
effectiveness="None"
image="/path/to/file"
[stats]
id = 1
hp = 10
mp = 10
xp = 10
level = 1
hp_max = 10
mp_max = 10
xp_next = 10
gp = 10
speed = 10
atk = 10
def = 10
m_atk = 10
m_def = 10
agi = 10
str = 10
int = 10
dex = 10
con = 10
char = 10
wis = 10
age = 10"#;

#[derive(Clone, PartialEq, Debug, Serialize, Deserialize)]
pub struct OccasionalEnemy {
    pub name:String,
    pub image:String,
    pub stats:Stats<f64>,
    pub effectiveness:Effectiveness,
    pub class:Class,
}
let decoded: OccasionalEnemy = toml::from_str(INI_FILE).unwrap();
assert_eq!(decoded.stats.hp, 10.0);
assert_eq!(decoded.effectiveness, Effectiveness::None);
// Value trait used here:
assert_eq!(0.0, Effectiveness::None.value(decoded.stats.hp));
assert_eq!(decoded.name, String::from("test"));
assert_eq!(decoded.class.to_string(), String::from("Hero"));
```
## Builder
Since the 1.X version `rpg-stat` has come with a `Builder` trait.
The builder trait is being implemented for all the enumerations like the `rpg_stat::class::*` as well as `rpg_stat::creature::*`

This allows you to do:
```
// feel free to use `Normal` or `Advanced` instead of `Basic`
use rpg_stat::stats::Basic as Stats;
use rpg_stat::class::Basic as Class;

// this is the thing we need!
use rpg_stat::stats::Builder;

// get Hero stats for our program
fn hero_stats () -> Stats<f64> {
    // make the hero enum
    let hero:Class = Class::Hero;
    // this number only matters if you want
    let id:f64 = 0.0;
    // this effects the stats returned
    let level:f64 = 1.0;
    // use the basic `Builder`
    let hero_stats:Stats<f64> = hero.build_basic(id, level);
    // that was easy!
    hero_stats
}

// TODO make them meet...
```

## Build your own!
If you are not into making stats from things I made, you can implement your own builder:
```toml
num = "0.2"
rpg-stat = "4.0"
toml = "0.5"
```

# Classes

The Classes are broken down into categories `Basic`, `Normal`, and `Advanced`

The `Basic` class is either `Hero` or `Enemy`
Your file needs:
`use rpg_stat::class::Basic as Class`

The `Normal` class includes a range of character classes for a battle game.
Your file needs:
`use rpg_stat::class::Normal as Class`

`Advanced` includes more characters for a game with interactive roles, not simply a game of battle.
Your file needs:
`use rpg_stat::class::Advanced as Class`

The stat `Builder` is implemented for all the classes and can be used easily:

```
use rpg_stat::stats::Normal as Stats;
use rpg_stat::class::Normal as Class;
// *Use this*
use rpg_stat::stats::Builder;

// get Hero stats for our program
fn hero_stats () -> Stats<f64> {
    // make the hero enum
    let hero:Class = Class::Alchemist;
    // this number only matters if you want
    let id:f64 = 0.0;
    // this effects the stats returned
    let level:f64 = 1.0;
    // use the basic `Builder`
    let hero_stats:Stats<f64> = hero.build_normal(id, level);
    // that was easy!
    hero_stats
}

```

# Creatures



# Types

This includes various enums related to the type of character you have

`use rpg_stat::types::Basic as Type`

 * `Basic` is the basic type `Good` or `Bad`
 * `Normal` has elemental types
 * `Advanced` has elemental types

## Compare

The Compare trait is implemented for `Normal`
according to this chart:
 
```
use rpg_stat::types::Normal as Type;
// to check effectiveness
use rpg_stat::types::Compare;
// need effectiveness too!
use rpg_stat::attributes::Effectiveness;

let rock = Type::Rock;
let wind = Type::Wind;
assert_eq!(rock.effectiveness(wind), Effectiveness::None);
assert_eq!(wind.effectiveness(rock), Effectiveness::Double);
```

# Special

These are names of `Special` moves.

```
use rpg_stat::special::Normal as Special;
let grind:Special = Special::Grind;
```

# Effect
This composes the various Effects in-game related to a character's Stats


# Attributes

These are definitions of abstract terms into code

## Rate
Rate of occurance
```
use rpg_stat::attributes::Rate;
let yes:Rate = Rate::Always;
assert_eq!(yes.worked(), true);
let no:Rate = Rate::None;
assert_eq!(no.worked(), false);
let hmmm:Rate = Rate::Some;
// who knows....
```

## Effectiveness

This effectiveness can be stored in a struct and you could implement a wrapper for `value(T)`:
```
use rpg_stat::attributes::{Effectiveness, Value};

pub struct Item {
    pub name:String,
    pub amount:i32,
    pub effectiveness:Effectiveness,
}
impl Item {
    // much easier to use now!
    pub fn value(&self) -> i32 {
        self.effectiveness.value(self.amount)
    }
}
```

```
use rpg_stat::attributes::{Effectiveness, Value};
let hp:i32 = 50;
// later on we use an item and check the effectiveness of it
assert_eq!(Effectiveness::Half.value(hp), 25);

```

## Stage

```
use rpg_stat::attributes::Stage;

```
This includes the `Stage` of life.  This is similar to things like "evolution" in creature raising games, but based on reality.  In real life no creature evolves randomly in front of someone, however they do get older and change their "form".  There are eight forms:
 * Baby
 * Toddler
 * Kid
 * Teen
 * Young
 * Grown
 * Older
 * Old

# Body
This is to collect all the information about armor, stats, status, etc, based on each body part.  This will be some serious numeric control over the simulation.


# RPG Stat command line tool
 WIP
 Ideally, this will use `clap` and support some very specific stat traits only.

 AFAIK the interface will end up looking like:
 `rpg_stat class normal Archer stat normal hp`
 
 That said none of the work has been started yet, and I am open to input.


*/
pub mod stats;
pub mod class;
pub mod creature;
pub mod armor;
pub mod body;
pub mod types;
pub mod random;
pub mod equation;
pub mod npc;
pub mod special;
pub mod attributes;
pub mod effect;
pub mod item;
pub mod material;
pub mod compass;
pub mod chemistry;