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/*!
# Stats
This contains the basic structures for the statistics library
## `Basic` contains only the most needed for a generic game
### id
this can be used in any way to ID the stats
### xp
The experience points the stats currently hold
### xp_next
the amount needed to reach the next level
### level
the level of proficiency of the stats
### gp
the currency the stats currently have
### hp
the current health in the stats
### mp
the current mana in the stats
### hp_max
the total health possible
### mp_max
the total mana possible
### speed
the speed the stats move at
## `Normal` includes a few more for the generic RPG battle system as well as everything in `Basic`
### atk
used specifically in battle as the attack variable
### def
used specifically in battle as the defense variable
### m_atk
used specifically in battle as the mana attack variable
### m_def
used specifically in battle as the mana defense variable
## `Advanced` contains the finer details seen in tabletop RPG stats as well as everything in `Normal` and `Basic`
### agility
Fight mechanics:
* Increases dodge
* Increases accuracy
Story mechanics:
* Increases success rate
* Increases options
* Decreases confrontation rate
### strength
Fight mechanics:
* Increases attack
* Increases defense
Story mechanics:
* Increases confrontations
* Increases special item finds
* Increases success rate
### dexterity
Fight mechanics:
* Increases accuracy
Story mechanics:
* Increases options
* Decreases confrontation rate
### constitution
Fight mechanics:
* Increases dodge
* Increases defense
Story mechanics:
* Increases success rate
* Decreases confrontation rate
### intelligence
Fight mechanics:
* Increases accuracy
Story mechanics:
* Increases confrontations
* Increases special item finds
* Increases success rate
### charisma
Fight mechanics:
* Increases dodge
Story mechanics:
* Increases options
* Increases reward
* Decreases confrontation rate
### wisdom
Fight mechanics:
* Increases leveling
Story mechanics:
* Increases reward
* Decreases confrontation rate
### age
Age is really to allow things to grow through a Stage
Fight mechanics:
* Items, Weapons, Armor, etc may be formulated for specific age ranges and prevent users who are too young or old to use them.
Story mechanics:
* Age can influence story mechanics but this would be a choice
*/
use std::default::Default;
use serde::{Deserialize, Serialize};
extern crate num;
//use num::NumCast;
use std::ops::{Add, AddAssign, Div, DivAssign, Mul, MulAssign, Neg, Rem, RemAssign, Sub, SubAssign};
/*
# Builder
The builder trait is how I create `rpgstat::stats::{Basic,Normal,Advance}` from enums
*/
pub trait Builder<T:Copy
+ Default
+ AddAssign
+ Add<Output = T>
+ Div<Output = T>
+ DivAssign
+ Mul<Output = T>
+ MulAssign
+ Neg<Output = T>
+ Rem<Output = T>
+ RemAssign
+ Sub<Output = T>
+ SubAssign
+ std::cmp::PartialOrd
+ num::NumCast> {
/// Build a `Basic` stat
fn build_basic(&self, id:T, level:T) -> Basic<T>;
// Build a `Normal` stat
fn build_normal(&self, id:T, level:T) -> Normal<T>;
// Build an `Advanced` stat
fn build_advanced(&self, id:T, level:T) -> Advanced<T>;
}
/*
Premade trait for Basic Stat
You simply define the function `stat()` to return the `Basic<T>` associated with your code.
*/
pub trait BasicPremade<T:Copy
+ Default
+ AddAssign
+ Add<Output = T>
+ Div<Output = T>
+ DivAssign
+ Mul<Output = T>
+ MulAssign
+ Neg<Output = T>
+ Rem<Output = T>
+ RemAssign
+ Sub<Output = T>
+ SubAssign
+ std::cmp::PartialOrd
+ num::NumCast> {
/// # Function you need to imlement
/// stat returns the `Basic<T>` you created
fn stat(&self) -> Basic<T>;
/// # Function you need to imlement
/// Set the `Basic<T>` Health Points
fn set_hp(&mut self, amount:T);
/// # Function you need to imlement
/// Set the `Basic<T>` Mana Points
fn set_mp(&mut self, amount:T);
/// # Function you need to imlement
/// Set the `Basic<T>` Experience Points
fn set_xp(&mut self, amount:T);
/// # Function you need to imlement
/// Set the `Basic<T>` Max Health Points
fn set_hp_max(&mut self, amount:T);
/// # Function you need to imlement
/// Set the `Basic<T>` Max Mana Points
fn set_mp_max(&mut self, amount:T);
/// # Function you need to imlement
/// Set the `Basic<T>` Next Experience Points
fn set_xp_next(&mut self, amount:T);
/// # Function you need to imlement
/// Set the `Basic<T>` Gold Points
fn set_gp(&mut self, amount:T);
/// Return the `Basic<T>` id number
// PREMADE FUNCTIONS
fn id(&self) -> T {
self.stat().id
}
/// Return the `Basic<T>` Health Points
fn hp(&self) -> T {
self.stat().hp
}
/// Return the `Basic<T>` Mana Points
fn mp(&self) -> T {
self.stat().mp
}
/// Return the `Basic<T>` Experience Points
fn xp(&self) -> T {
self.stat().xp
}
/// Return the `Basic<T>` Max Health Points
fn hp_max(&self) -> T {
self.stat().hp_max
}
/// Return the `Basic<T>` Max Mana Points
fn mp_max(&self) -> T {
self.stat().mp_max
}
/// Return the `Basic<T>` Next Experience Points
fn xp_next(&self) -> T {
self.stat().xp_next
}
/// Return the `Basic<T>` Level
fn level(&self) -> T {
self.stat().level
}
/// Return the `Basic<T>` Speed
fn speed(&self) -> T {
self.stat().level
}
/// Return the `Basic<T>` Gold Points
fn gp(&self) -> T {
self.stat().gp
}
/// Damage the character by an amount
fn damage(&mut self, amount:T) {
let mut val = self.hp();
val -= amount;
let none = num::cast(0).unwrap();
if val < none {
val = none;
}
self.set_hp(val)
}
/// Add health to character but not beyond their Max Healh Points
fn heal(&mut self, amount:T) {
let mut val = self.hp();
val += amount;
let max = self.hp_max();
if val > max {
val = max;
}
self.set_hp(val)
}
}
/*
# The Basic HP/MP/XP stat model
This basic model of stats is easy to work with for beginners, but powerful enough to be used by the most experienced.
*/
#[derive( Debug, Clone, Copy, PartialEq, Serialize, Deserialize)]
pub struct Basic<T:Copy
+ Default
+ AddAssign
+ Add<Output = T>
+ Div<Output = T>
+ DivAssign
+ Mul<Output = T>
+ MulAssign
+ Neg<Output = T>
+ Rem<Output = T>
+ RemAssign
+ Sub<Output = T>
+ SubAssign
+ std::cmp::PartialOrd
+ num::NumCast> {
/// Identification Number
pub id:T,
/// Experience Points
pub xp:T,
/// Health Points
pub hp:T,
/// Mana Points
pub mp:T,
/// Experience Points multiplier for next level
pub xp_next:T,
/// Max Health Points
pub hp_max:T,
/// Max Mana Points
pub mp_max:T,
/// Current Level
pub level:T,
/// The speed
pub speed:T,
/// your currency points
pub gp:T,
}
impl<T:Copy
+ Default
+ AddAssign
+ Add<Output = T>
+ Div<Output = T>
+ DivAssign
+ Mul<Output = T>
+ MulAssign
+ Neg<Output = T>
+ Rem<Output = T>
+ RemAssign
+ Sub<Output = T>
+ SubAssign
+ std::cmp::PartialOrd
+ num::NumCast> Basic<T> {
/// make empty stats
pub fn empty() -> Self where Self:Sized {
Basic {
id:Default::default(),
xp:Default::default(),
xp_next:Default::default(),
mp:Default::default(),
hp:Default::default(),
mp_max:Default::default(),
hp_max:Default::default(),
level:Default::default(),
speed:Default::default(),
gp:Default::default(),
}
}
}
impl<T:Copy
+ Default
+ AddAssign
+ Add<Output = T>
+ Div<Output = T>
+ DivAssign
+ Mul<Output = T>
+ MulAssign
+ Neg<Output = T>
+ Rem<Output = T>
+ RemAssign
+ Sub<Output = T>
+ SubAssign
+ std::cmp::PartialOrd
+ num::NumCast> Default for Basic<T> {
/// Default to empty
fn default() -> Self where Self:Sized {
Self::empty()
}
}
/*
Premade trait for Normal Stat
You simply define the function `stat()` to return the `Normal<T>` associated with your code.
*/
pub trait NormalPremade<T:Copy
+ Default
+ AddAssign
+ Add<Output = T>
+ Div<Output = T>
+ DivAssign
+ Mul<Output = T>
+ MulAssign
+ Neg<Output = T>
+ Rem<Output = T>
+ RemAssign
+ Sub<Output = T>
+ SubAssign
+ std::cmp::PartialOrd
+ num::NumCast> {
/// # Function you need to imlement
/// stat returns the `Normal<T>` you created
fn stat(&self) -> Normal<T>;
/// # Function you need to imlement
/// Set the `Normal<T>` Health Points
fn set_hp(&mut self, amount:T);
/// # Function you need to imlement
/// Set the `Normal<T>` Mana Points
fn set_mp(&mut self, amount:T);
/// # Function you need to imlement
/// Set the `Normal<T>` Experience Points
fn set_xp(&mut self, amount:T);
/// # Function you need to imlement
/// Set the `Normal<T>` Max Health Points
fn set_hp_max(&mut self, amount:T);
/// # Function you need to imlement
/// Set the `Normal<T>` Max Mana Points
fn set_mp_max(&mut self, amount:T);
/// # Function you need to imlement
/// Set the `Normal<T>` Next Experience Points
fn set_xp_next(&mut self, amount:T);
/// # Function you need to imlement
/// Set the `Normal<T>` Gold Points
fn set_gp(&mut self, amount:T);
/// # Function you need to imlement
/// Set the `Normal<T>` Attack Points
fn set_atk(&mut self, amount:T);
/// # Function you need to imlement
/// Set the `Normal<T>` Defense Points
fn set_def(&mut self, amount:T);
/// # Function you need to imlement
/// Set the `Normal<T>` Mana Attack Points
fn set_m_atk(&mut self, amount:T);
/// # Function you need to imlement
/// Set the `Normal<T>` Mana Defense Points
fn set_m_def(&mut self, amount:T);
// PREMADE FUNCTIONS
/// Return the `Normal<T>` id number
fn id(&self) -> T {
self.stat().id
}
/// Return the `Normal<T>` Health Points
fn hp(&self) -> T {
self.stat().hp
}
/// Return the `Normal<T>` Mana Points
fn mp(&self) -> T {
self.stat().mp
}
/// Return the `Normal<T>` Experience Points
fn xp(&self) -> T {
self.stat().xp
}
/// Return the `Normal<T>` Max Health Points
fn hp_max(&self) -> T {
self.stat().hp_max
}
/// Return the `Normal<T>` Max Mana Points
fn mp_max(&self) -> T {
self.stat().mp_max
}
/// Return the `Normal<T>` Next Experience Points
fn xp_next(&self) -> T {
self.stat().xp_next
}
/// Return the `Normal<T>` Level
fn level(&self) -> T {
self.stat().level
}
/// Return the `Normal<T>` Speed
fn speed(&self) -> T {
self.stat().level
}
/// Return the `Normal<T>` Gold Points
fn gp(&self) -> T {
self.stat().gp
}
/// Return the `Normal<T>` Attack Points
fn atk(&self) -> T {
self.stat().atk
}
/// Return the `Normal<T>` Defense Points
fn def(&self) -> T {
self.stat().def
}
/// Return the `Normal<T>` Mana Attack Points
fn m_atk(&self) -> T {
self.stat().m_atk
}
/// Return the `Normal<T>` Mana Defense Points
fn m_def(&self) -> T {
self.stat().m_def
}
/// Damage the character by an amount
fn damage(&mut self, amount:T) {
let mut val = self.hp();
val -= amount;
let none = num::cast(0).unwrap();
if val < none {
val = none;
}
self.set_hp(val)
}
/// Add health to character but not beyond their Max Healh Points
fn heal(&mut self, amount:T) {
let mut val = self.hp();
val += amount;
let max = self.hp_max();
if val > max {
val = max;
}
self.set_hp(val)
}
/// Stable attack forumla
/// [attack*(100/(100+defense))](https://rpg.fandom.com/wiki/Damage_Formula)
fn attack_stable(&self, other:Normal<T>) -> T {
let hundred = num::cast(100).unwrap();
let val = self.atk();
let def = other.def + hundred;
let res = hundred / def;
val * res
}
/// Scalable attack forumla
/// [damage = att * att / (att + def)](https://gamedev.stackexchange.com/questions/129319/rpg-formula-attack-and-defense)
fn attack(&self, other:Normal<T>) -> T {
let val = self.atk();
let mut res = val * val;
let mut def = other.def;
def += val;
res /= def;
res
}
}
/*
# The Normal
This model provides fine tuning of attack and defense without needing all the fine tuning of a full stat sheet
*/
#[derive( Debug, Clone, Copy, PartialEq, Serialize, Deserialize)]
pub struct Normal<T:Copy
+ Default
+ AddAssign
+ Add<Output = T>
+ Div<Output = T>
+ DivAssign
+ Mul<Output = T>
+ MulAssign
+ Neg<Output = T>
+ Rem<Output = T>
+ RemAssign
+ Sub<Output = T>
+ SubAssign
+ std::cmp::PartialOrd
+ num::NumCast> {
/// Identification Number
pub id:T,
// Name
//pub name:str,
/// Experience Points
pub xp:T,
/// Health Points
pub hp:T,
/// Mana Points
pub mp:T,
/// Experience Points multiplier for next level
pub xp_next:T,
/// Max Health Points
pub hp_max:T,
/// Max Mana Points
pub mp_max:T,
/// Current Level
pub level:T,
/// The speed
pub speed:T,
/// your currency points
pub gp:T,
/// Attack
pub atk:T,
/// Defense
pub def:T,
/// Mana Attack
pub m_atk:T,
/// Mana Defense
pub m_def:T,
}
impl<T:Copy
+ Default
+ AddAssign
+ Add<Output = T>
+ Div<Output = T>
+ DivAssign
+ Mul<Output = T>
+ MulAssign
+ Neg<Output = T>
+ Rem<Output = T>
+ RemAssign
+ Sub<Output = T>
+ SubAssign
+ std::cmp::PartialOrd
+ num::NumCast> Normal<T> {
/// make empty stats
pub fn empty<U:Default>() -> Self {
Normal {
//name: "Ferris",
id:Default::default(),
xp:Default::default(),
xp_next:Default::default(),
mp:Default::default(),
hp:Default::default(),
mp_max:Default::default(),
hp_max:Default::default(),
level:Default::default(),
speed:Default::default(),
gp:Default::default(),
atk:Default::default(),
def:Default::default(),
m_atk:Default::default(),
m_def:Default::default(),
}
}
}
impl<T:Copy
+ Default
+ AddAssign
+ Add<Output = T>
+ Div<Output = T>
+ DivAssign
+ Mul<Output = T>
+ MulAssign
+ Neg<Output = T>
+ Rem<Output = T>
+ RemAssign
+ Sub<Output = T>
+ SubAssign
+ std::cmp::PartialOrd
+ num::NumCast> Default for Normal<T> {
/// Default to empty
fn default() -> Self {
Self::empty::<T>()
}
}
/*
Premade trait for Advanced Stat
You simply define the function `stat()` to return the `Advanced<T>` associated with your code.
*/
pub trait AdvancedPremade<T:Copy
+ Default
+ AddAssign
+ Add<Output = T>
+ Div<Output = T>
+ DivAssign
+ Mul<Output = T>
+ MulAssign
+ Neg<Output = T>
+ Rem<Output = T>
+ RemAssign
+ Sub<Output = T>
+ SubAssign
+ std::cmp::PartialOrd
+ num::NumCast> {
/// # Function you need to imlement
/// stat returns the `Advanced<T>` you created
fn stat(&self) -> Advanced<T>;
/// # Function you need to imlement
/// Set the `Advanced<T>` Health Points
fn set_hp(&mut self, amount:T);
/// # Function you need to imlement
/// Set the `Advanced<T>` Mana Points
fn set_mp(&mut self, amount:T);
/// # Function you need to imlement
/// Set the `Advanced<T>` Experience Points
fn set_xp(&mut self, amount:T);
/// # Function you need to imlement
/// Set the `Advanced<T>` Max Health Points
fn set_hp_max(&mut self, amount:T);
/// # Function you need to imlement
/// Set the `Advanced<T>` Max Mana Points
fn set_mp_max(&mut self, amount:T);
/// # Function you need to imlement
/// Set the `Advanced<T>` Next Experience Points
fn set_xp_next(&mut self, amount:T);
/// # Function you need to imlement
/// Set the `Advanced<T>` Gold Points
fn set_gp(&mut self, amount:T);
/// # Function you need to imlement
/// Set the `Advanced<T>` Attack Points
fn set_atk(&mut self, amount:T);
/// # Function you need to imlement
/// Set the `Advanced<T>` Defense Points
fn set_def(&mut self, amount:T);
/// # Function you need to imlement
/// Set the `Advanced<T>` Mana Attack Points
fn set_m_atk(&mut self, amount:T);
/// # Function you need to imlement
/// Set the `Advanced<T>` Mana Defense Points
fn set_m_def(&mut self, amount:T);
// PREMADE FUNCTIONS
/// Get the id number
fn id(&self) -> T {
self.stat().id
}
/// Get the Health Points
fn hp(&self) -> T {
self.stat().hp
}
/// Get the Mana Points
fn mp(&self) -> T {
self.stat().mp
}
/// Get the Experience Points
fn xp(&self) -> T {
self.stat().xp
}
/// Get the Max Health Points
fn hp_max(&self) -> T {
self.stat().hp_max
}
/// Get the Max Mana Points
fn mp_max(&self) -> T {
self.stat().mp_max
}
/// Get the Experience Points
fn xp_next(&self) -> T {
self.stat().xp_next
}
/// Get the Current Level
fn level(&self) -> T {
self.stat().level
}
/// Get the Speed
fn speed(&self) -> T {
self.stat().level
}
/// Get the Attack Points
fn atk(&self) -> T {
self.stat().atk
}
/// Get the Defense Points
fn def(&self) -> T {
self.stat().def
}
/// Get the Mana Attack Points
fn m_atk(&self) -> T {
self.stat().m_atk
}
/// Get the Mana Defense Points
fn m_def(&self) -> T {
self.stat().m_def
}
/// Get the Gold Points
fn gp(&self) -> T {
self.stat().gp
}
/// Get the agility Points
fn agi(&self) -> T {
self.stat().agility
}
/// Get the strength Points
fn str(&self) -> T {
self.stat().strength
}
/// Get the intelligence Points
fn int(&self) -> T {
self.stat().intelligence
}
/// Get the dexterity Points
fn dex(&self) -> T {
self.stat().dexterity
}
/// Get the constitution Points
fn con(&self) -> T {
self.stat().constitution
}
/// Get the charisma Points
fn char(&self) -> T {
self.stat().charisma
}
/// Get the wisdom Points
fn wis(&self) -> T {
self.stat().wisdom
}
/// Get the Age
fn age(&self) -> T {
self.stat().age
}
/// Damage the character by an amount
fn damage(&mut self, amount:T) {
let mut val = self.hp();
val -= amount;
let none = num::cast(0).unwrap();
if val < none {
val = none;
}
self.set_hp(val)
}
/// Add health to character but not beyond their Max Healh Points
fn heal(&mut self, amount:T) {
let mut val = self.hp();
val += amount;
let max = self.hp_max();
if val > max {
val = max;
}
self.set_hp(val)
}
// TODO taken from `Normal`
/// Stable attack forumla
/// [attack*(100/(100+defense))](https://rpg.fandom.com/wiki/Damage_Formula)
fn attack_stable(&self, other:Advanced<T>) -> T {
let hundred = num::cast(100).unwrap();
let val = self.atk();
let def = other.def + hundred;
let res = hundred / def;
val * res
}
/// Scalable attack forumla
/// [damage = att * att / (att + def)](https://gamedev.stackexchange.com/questions/129319/rpg-formula-attack-and-defense)
fn attack(&self, other:Advanced<T>) -> T {
let val = self.atk();
let mut res = val * val;
let mut def = other.def;
def += val;
res /= def;
res
}
}
/*
# The Advanced stat model
The entire stat sheet for fine tuned algorithms using all the information possible!
*/
#[derive( Debug, Clone, Copy, PartialEq, Serialize, Deserialize)]
pub struct Advanced<T:Copy
+ Default
+ AddAssign
+ Add<Output = T>
+ Div<Output = T>
+ DivAssign
+ Mul<Output = T>
+ MulAssign
+ Neg<Output = T>
+ Rem<Output = T>
+ RemAssign
+ Sub<Output = T>
+ SubAssign
+ std::cmp::PartialOrd
+ num::NumCast> {
/// Identification Number
pub id:T,
/// Experience Points
pub xp:T,
/// Health Points
pub hp:T,
/// Mana Points
pub mp:T,
/// Experience Points multiplier for next level
pub xp_next:T,
/// Max Health Points
pub hp_max:T,
/// Max Mana Points
pub mp_max:T,
/// Current Level
pub level:T,
/// The speed
pub speed:T,
/// your currency points
pub gp:T,
/// Attack
pub atk:T,
/// Defense
pub def:T,
/// Mana Attack
pub m_atk:T,
/// Mana Defense
pub m_def:T,
/// The agility Points
pub agility:T,
/// The strength Points
pub strength:T,
/// The dexterity Points
pub dexterity:T,
/// The constitution Points
pub constitution:T,
/// The intelligence Points
pub intelligence:T,
/// The charisma Points
pub charisma:T,
/// The wisdom Points
pub wisdom:T,
/// The current age
pub age:T,
}
impl<T:Copy
+ Default
+ AddAssign
+ Add<Output = T>
+ Div<Output = T>
+ DivAssign
+ Mul<Output = T>
+ MulAssign
+ Neg<Output = T>
+ Rem<Output = T>
+ RemAssign
+ Sub<Output = T>
+ SubAssign
+ std::cmp::PartialOrd
+ num::NumCast> Advanced<T> {
/// make empty stats
pub fn empty<U:Default>() -> Self {
Advanced {
id:Default::default(),
xp:Default::default(),
xp_next:Default::default(),
mp:Default::default(),
hp:Default::default(),
mp_max:Default::default(),
hp_max:Default::default(),
level:Default::default(),
speed:Default::default(),
gp:Default::default(),
atk:Default::default(),
def:Default::default(),
m_atk:Default::default(),
m_def:Default::default(),
agility:Default::default(),
strength:Default::default(),
dexterity:Default::default(),
constitution:Default::default(),
intelligence:Default::default(),
charisma:Default::default(),
wisdom:Default::default(),
age:Default::default(),
}
}
}
impl<T:Copy
+ Default
+ AddAssign
+ Add<Output = T>
+ Div<Output = T>
+ DivAssign
+ Mul<Output = T>
+ MulAssign
+ Neg<Output = T>
+ Rem<Output = T>
+ RemAssign
+ Sub<Output = T>
+ SubAssign
+ std::cmp::PartialOrd
+ num::NumCast> Default for Advanced<T> {
/// Default to empty
fn default() -> Self {
Self::empty::<T>()
}
}