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use character::Attribute;
use rand::{Rand, Rng};
use types::AttributeValue;
/// An item
#[derive(Clone, PartialEq, Eq, Debug)]
pub struct Item {
/// The name of the item
pub name: String,
/// The type of the item
pub item_type: ItemType,
/// The influence of the item (optional)
pub influence: Option<ItemInfluence>,
/// The stack size of the item
pub stack_size: usize,
/// The rarity of the item
pub rarity: ItemRarity,
}
impl Item {
/// Returns `true` if the item can be equipped
pub fn can_be_equipped(&self) -> bool {
let equipable = vec![ItemType::ArmorHead,
ItemType::ArmorChest,
ItemType::ArmorLegs,
ItemType::ArmorFeet,
ItemType::WeaponSword,
ItemType::WeaponWand,
ItemType::WeaponHammer];
equipable.contains(&self.item_type)
}
/// Returns `true` if the item can be stacked
pub fn can_be_stacked(&self) -> bool {
self.stack_size > 1
}
}
/// The influence an item can have on a certain attribute
#[derive(Clone, PartialEq, Eq, Debug)]
pub struct ItemInfluence {
/// The attribute that is influenced
pub attribute: Attribute,
/// The amount about which the attribute is influenced
pub amount: AttributeValue,
}
impl ItemInfluence {
/// Creates a new `ItemInfluence` object
pub fn new(attribute: Attribute, amount: AttributeValue) -> ItemInfluence {
ItemInfluence {
attribute: attribute,
amount: amount,
}
}
}
/// The type of an item
#[derive(Clone, PartialEq, Eq, Debug)]
pub enum ItemType {
/// Armor that can only be put into the `armor_slot_head` of a character
ArmorHead,
/// Armor that can only be put into the `armor_slot_chest` of a character
ArmorChest,
/// Armor that can only be put into the `armor_slot_legs` of a character
ArmorLegs,
/// Armor that can only be put into the `armor_slot_feet` of a character
ArmorFeet,
/// A potion
ConsumablePotion,
/// Some kind of food
ConsumableFood,
/// Some kind of sword
WeaponSword,
/// Some kind of wand
WeaponWand,
/// Some kind of hammer
WeaponHammer,
/// A usable item
Usable,
/// A useless prop
Prop,
}
impl ItemType {
/// A list of attributes an `ItemType` can influence
pub fn attributes(&self) -> Vec<Attribute> {
match *self {
ItemType::ConsumableFood |
ItemType::ConsumablePotion => {
vec![Attribute::Charisma,
Attribute::Constitution,
Attribute::Defense,
Attribute::Dexterity,
Attribute::Intelligence,
Attribute::Luck,
Attribute::Perception,
Attribute::Strength,
Attribute::Willpower,
Attribute::Wisdom]
}
ItemType::WeaponHammer | ItemType::WeaponSword | ItemType::WeaponWand => {
vec![Attribute::Dexterity, Attribute::Strength]
}
ItemType::ArmorHead | ItemType::ArmorChest | ItemType::ArmorLegs |
ItemType::ArmorFeet => {
vec![Attribute::Charisma,
Attribute::Constitution,
Attribute::Defense,
Attribute::Dexterity,
Attribute::Luck,
Attribute::Perception]
}
ItemType::Usable | ItemType::Prop => vec![],
}
}
/// Returns `true` if the item created using this type should be stackable
pub fn is_stackable(&self) -> bool {
let stackable_types = vec![ItemType::ConsumableFood, ItemType::ConsumablePotion];
stackable_types.contains(self)
}
}
impl Rand for ItemType {
fn rand<R: Rng>(rng: &mut R) -> ItemType {
let base = rng.gen_range(0, 1000);
match base {
0...250 => {
let base = rng.gen_range(0, 1000);
match base {
0...500 => ItemType::ConsumableFood,
501...1000 => ItemType::ConsumablePotion,
_ => ItemType::Prop,
}
}
251...500 => {
let base = rng.gen_range(0, 1000);
match base {
0...250 => ItemType::ArmorHead,
251...500 => ItemType::ArmorChest,
501...750 => ItemType::ArmorLegs,
751...1000 => ItemType::ArmorFeet,
_ => ItemType::Prop,
}
}
501...750 => {
let base = rng.gen_range(0, 1000);
match base {
0...333 => ItemType::WeaponHammer,
334...666 => ItemType::WeaponSword,
667...1000 => ItemType::WeaponWand,
_ => ItemType::Prop,
}
}
751...1000 => {
let base = rng.gen_range(0, 1000);
match base {
0...500 => ItemType::Usable,
501...1000 => ItemType::Prop,
_ => ItemType::Prop,
}
}
_ => ItemType::Prop,
}
}
}
/// A type defining the rarity of an item
#[derive(Clone, PartialEq, Eq, Debug)]
pub enum ItemRarity {
/// Items are found very often
Common,
/// Items are still found pretty often but not that often
Uncommon,
/// Items are found much rarer
Rare,
/// Items are extremely rare
Epic,
/// Items are so rare, you might never find them anywhere
Legendary,
}
impl Rand for ItemRarity {
fn rand<R: Rng>(rng: &mut R) -> ItemRarity {
let base = rng.gen_range(0, 1000);
match base {
0...750 => ItemRarity::Common,
751...917 => ItemRarity::Uncommon,
918...972 => ItemRarity::Rare,
873...979 => ItemRarity::Epic,
980...1000 => ItemRarity::Legendary,
_ => ItemRarity::Common,
}
}
}
#[cfg(test)]
mod tests {
use super::*;
use item_generator;
#[test]
fn can_be_equipped() {
let head_piece = item_generator::ItemGenerator::new().item_type(ItemType::ArmorHead).gen();
assert!(head_piece.can_be_equipped());
let head_piece =
item_generator::ItemGenerator::new().item_type(ItemType::ConsumablePotion).gen();
assert!(!head_piece.can_be_equipped());
}
#[test]
fn can_be_stacked() {
let head_piece = item_generator::ItemGenerator::new().stack_size(4).gen();
assert!(head_piece.can_be_stacked());
let head_piece = item_generator::ItemGenerator::new().stack_size(1).gen();
assert!(!head_piece.can_be_stacked());
}
}