Crate rpg_stat[][src]

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RPG Stat library

Documentation Crates.io

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

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:

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.

Modules

Armor

Attributes

Character Class

Compass

Creature Stats

Effect

Item

Special

Stats

Types