Expand description
§Types
This includes various enums related to the type of character you have
Basic
is the basic type Good
or Bad
Normal
has elemental types
Advanced
has elemental types
§Effectiveness
Basic
has no need for effectiveness against types, so you can implement your own Compare
if you like
use rpg_stat::types::Basic;
use rpg_stat::types::Compare;
use rpg_stat::attributes::Effectiveness;
use std::fmt;
use std::fmt::Debug;
use std::fmt::Display;
use std::ops::{Add, AddAssign, Div, DivAssign, Mul, MulAssign, Neg, Rem, RemAssign, Sub, SubAssign};
extern crate num;
use num::NumCast;
// Work around it
struct MyType(Basic);
// here it is.
impl Compare for MyType {
type Type = Basic;
// Plant Effectiveness against a target
fn plant(other:Basic) -> Effectiveness {
Effectiveness::Normal
}
/// Rock Effectiveness against a target
fn rock(other:Basic) -> Effectiveness {
Effectiveness::Normal
}
/// Water Effectiveness against a target
fn water(other:Basic) -> Effectiveness {
Effectiveness::Normal
}
/// Fire Effectiveness against a target
fn fire(other:Basic) -> Effectiveness {
Effectiveness::Normal
}
/// Electric Effectiveness against a target
fn electric(other:Basic) -> Effectiveness {
Effectiveness::Normal
}
/// Spirit Effectiveness against a target
fn spirit(other:Basic) -> Effectiveness {
Effectiveness::Normal
}
/// Light Effectiveness against a target
fn light(other:Basic) -> Effectiveness {
Effectiveness::Normal
}
/// Wind Effectiveness against a target
fn wind(other:Basic) -> Effectiveness {
Effectiveness::Normal
}
/// None Effectiveness against a target
fn none(other:Basic) -> Effectiveness {
Effectiveness::Normal
}
/// Effectiveness against a target
fn effectiveness(&self, other:Basic) -> Effectiveness {
Effectiveness::Normal
}
}
Normal
implements this, see the Compare
trait
This can be compared easily using the Compare trait
Advanced
is currently the same as Normal