doukutsu-rs/src/inventory.rs

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use crate::engine_constants::EngineConstants;
use crate::shared_game_state::SharedGameState;
use crate::weapon::{Weapon, WeaponLevel, WeaponType};
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#[derive(Clone, Copy)]
pub struct Item(u16);
#[derive(Clone)]
pub struct Inventory {
current_item: u16,
current_weapon: u16,
items: Vec<Item>,
weapons: Vec<Weapon>,
}
#[derive(Clone, Copy)]
pub enum AddExperienceResult {
None,
LevelUp,
AddStar,
}
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impl Inventory {
#[allow(clippy::new_without_default)]
pub fn new() -> Inventory {
Inventory {
current_item: 0,
current_weapon: 0,
items: Vec::with_capacity(16),
weapons: Vec::with_capacity(16),
}
}
pub fn add_item(&mut self, item_id: u16) {
if !self.has_item(item_id) {
self.items.push(Item(item_id));
}
}
pub fn remove_item(&mut self, item_id: u16) {
self.items.retain(|item| item.0 != item_id);
}
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pub fn has_item(&self, item_id: u16) -> bool {
self.items.iter().any(|item| item.0 == item_id)
}
pub fn add_weapon(&mut self, weapon_id: WeaponType, max_ammo: u16) {
if !self.has_weapon(weapon_id) {
self.weapons.push(Weapon::new(
weapon_id,
WeaponLevel::Level1,
0,
max_ammo,
max_ammo,
));
}
}
pub fn remove_weapon(&mut self, wtype: WeaponType) {
self.weapons.retain(|weapon| weapon.wtype != wtype);
}
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pub fn get_weapon(&self, idx: usize) -> Option<&Weapon> {
self.weapons.get(idx)
}
pub fn get_current_weapon(&self) -> Option<&Weapon> {
self.weapons.get(self.current_weapon as usize)
}
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pub fn get_current_weapon_mut(&mut self) -> Option<&mut Weapon> {
self.weapons.get_mut(self.current_weapon as usize)
}
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pub fn next_weapon(&mut self) {
if (1 + self.current_weapon as usize) < self.weapons.len() {
self.current_weapon += 1;
} else {
self.current_weapon = 0;
}
}
pub fn prev_weapon(&mut self) {
if self.current_weapon as usize > 0 {
self.current_weapon -= 1;
} else {
self.current_weapon = self.weapons.len().saturating_sub(1) as u16;
}
}
pub fn refill_all_ammo(&mut self) {
for weapon in self.weapons.iter_mut() {
weapon.ammo = weapon.max_ammo;
}
}
pub fn reset_all_weapon_xp(&mut self) {
for weapon in self.weapons.iter_mut() {
weapon.level = WeaponLevel::Level1;
weapon.experience = 0;
}
}
pub fn add_xp(&mut self, exp: u16, state: &mut SharedGameState) -> AddExperienceResult {
let mut result = AddExperienceResult::None;
if let Some(weapon) = self.get_current_weapon_mut() {
let curr_level_idx = weapon.level as usize - 1;
let lvl_table = state.constants.weapon.level_table[weapon.wtype as usize];
weapon.experience += exp;
if weapon.level == WeaponLevel::Level3 {
if weapon.experience > lvl_table[2] {
weapon.experience = lvl_table[2];
result = AddExperienceResult::AddStar;
}
} else {
if weapon.experience > lvl_table[curr_level_idx] {
weapon.level = weapon.level.next();
weapon.experience = 0;
if weapon.wtype != WeaponType::Spur {
result = AddExperienceResult::LevelUp;
}
}
}
}
result
}
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/// Get current experience state. Returns a (exp, max exp, max level/exp) tuple.
pub fn get_current_max_exp(&self, constants: &EngineConstants) -> (u16, u16, bool) {
if let Some(weapon) = self.weapons.get(self.current_weapon as usize) {
if weapon.level == WeaponLevel::None {
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return (0, 0, false);
}
let level_idx = weapon.level as usize - 1;
let max_exp = constants.weapon.level_table[weapon.wtype as usize][level_idx];
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let max = weapon.level == WeaponLevel::Level3 && weapon.experience == max_exp;
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(weapon.experience, max_exp, max)
} else {
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(0, 0, false)
}
}
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/// Get current ammunition state. Returns a (ammo, max ammo) tuple.
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pub fn get_current_ammo(&self) -> (u16, u16) {
if let Some(weapon) = self.weapons.get(self.current_weapon as usize) {
(weapon.ammo, weapon.max_ammo)
} else {
(0, 0)
}
}
pub fn get_current_level(&self) -> WeaponLevel {
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if let Some(weapon) = self.weapons.get(self.current_weapon as usize) {
weapon.level
} else {
WeaponLevel::None
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}
}
pub fn get_current_weapon_idx(&self) -> u16 {
self.current_weapon
}
pub fn get_weapon_count(&self) -> usize {
self.weapons.len()
}
pub fn has_weapon(&self, wtype: WeaponType) -> bool {
self.weapons.iter().any(|weapon| weapon.wtype == wtype)
}
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}