mirror of
https://github.com/doukutsu-rs/doukutsu-rs
synced 2024-11-30 01:02:51 +00:00
306 lines
9.2 KiB
Rust
306 lines
9.2 KiB
Rust
use std::cmp::Ordering;
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use crate::engine_constants::EngineConstants;
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use crate::shared_game_state::SharedGameState;
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use crate::weapon::{Weapon, WeaponLevel, WeaponType};
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use crate::player::{Player, TargetPlayer};
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use crate::weapon::bullet::BulletManager;
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#[derive(Clone, Copy)]
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/// (id, amount)
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pub struct Item(pub u16, pub u16);
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#[derive(Clone)]
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pub struct Inventory {
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pub current_item: u16,
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pub current_weapon: u16,
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items: Vec<Item>,
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weapons: Vec<Weapon>,
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}
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#[derive(Clone, Copy)]
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pub enum TakeExperienceResult {
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None,
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LevelDown,
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}
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impl Inventory {
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#[allow(clippy::new_without_default)]
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pub fn new() -> Inventory {
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Inventory {
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current_item: 0,
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current_weapon: 0,
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items: Vec::with_capacity(16),
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weapons: Vec::with_capacity(16),
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}
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}
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pub fn add_item(&mut self, item_id: u16) {
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if !self.has_item(item_id) {
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self.items.push(Item(item_id, 1));
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} else if let Some(item) = self.get_item(item_id) {
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item.1 += 1;
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}
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}
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pub fn add_item_amount(&mut self, item_id: u16, amount: u16) {
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if !self.has_item(item_id) {
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self.items.push(Item(item_id, amount));
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} else if let Some(item) = self.get_item(item_id) {
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item.1 += amount;
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}
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}
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pub fn consume_item(&mut self, item_id: u16) {
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if let Some(item) = self.get_item(item_id) {
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if item.1 > 1 {
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item.1 -= 1;
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return;
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}
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}
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self.remove_item(item_id);
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}
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pub fn remove_item(&mut self, item_id: u16) {
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self.items.retain(|item| item.0 != item_id);
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}
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pub fn get_item(&mut self, item_id: u16) -> Option<&mut Item> {
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self.items.iter_mut().by_ref().find(|item| item.0 == item_id)
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}
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pub fn get_item_idx(&self, idx: usize) -> Option<&Item> {
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self.items.get(idx)
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}
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pub fn has_item(&self, item_id: u16) -> bool {
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self.items.iter().any(|item| item.0 == item_id)
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}
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pub fn has_item_amount(&self, item_id: u16, operator: Ordering, amount: u16) -> bool {
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let result = self.items.iter().any(|item| item.0 == item_id && item.1.cmp(&amount) == operator);
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if (operator == Ordering::Equal && amount == 0 && !result) || (operator == Ordering::Less && !self.has_item(item_id)) {
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return true;
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}
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result
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}
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pub fn add_weapon_data(&mut self, weapon_id: WeaponType, ammo: u16, max_ammo: u16, experience: u16, level: WeaponLevel) {
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let weapon = Weapon::new(
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weapon_id,
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level,
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experience,
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ammo,
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max_ammo,
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);
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if !self.has_weapon(weapon_id) {
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self.weapons.push(weapon);
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} else {
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let w = self.get_weapon_by_type_mut(weapon_id);
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if let Some(w) = w {
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*w = weapon
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}
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}
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}
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pub fn add_weapon(&mut self, weapon_id: WeaponType, ammo: u16) {
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let w = self.get_weapon_by_type_mut(weapon_id);
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if let Some(w) = w {
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w.ammo += ammo;
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w.max_ammo += ammo;
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} else {
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self.weapons.push(Weapon::new(
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weapon_id,
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WeaponLevel::Level1,
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0,
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ammo,
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ammo,
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));
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}
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}
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pub fn trade_weapon(&mut self, old: Option<WeaponType>, new: WeaponType, max_ammo: u16) {
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if let Some(wtype) = old {
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if let Some(weapon) = self.get_weapon_by_type_mut(wtype) {
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let ammo = if max_ammo == 0 { weapon.max_ammo } else { max_ammo };
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*weapon = Weapon::new(new, WeaponLevel::Level1, 0, ammo, ammo);
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} else {
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self.add_weapon(new, max_ammo);
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}
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} else {
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self.add_weapon(new, max_ammo);
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}
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}
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pub fn remove_weapon(&mut self, wtype: WeaponType) {
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self.weapons.retain(|weapon| weapon.wtype != wtype);
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}
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pub fn get_weapon(&self, idx: usize) -> Option<&Weapon> {
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self.weapons.get(idx)
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}
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pub fn get_weapon_by_type_mut(&mut self, wtype: WeaponType) -> Option<&mut Weapon> {
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self.weapons.iter_mut().find(|weapon| weapon.wtype == wtype)
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}
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pub fn get_current_weapon(&self) -> Option<&Weapon> {
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self.weapons.get(self.current_weapon as usize)
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}
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pub fn get_current_weapon_mut(&mut self) -> Option<&mut Weapon> {
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self.weapons.get_mut(self.current_weapon as usize)
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}
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pub fn next_weapon(&mut self) {
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if (1 + self.current_weapon as usize) < self.weapons.len() {
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self.current_weapon += 1;
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} else {
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self.current_weapon = 0;
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}
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}
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pub fn prev_weapon(&mut self) {
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if self.current_weapon as usize > 0 {
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self.current_weapon -= 1;
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} else {
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self.current_weapon = self.weapons.len().saturating_sub(1) as u16;
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}
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}
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pub fn refill_all_ammo(&mut self) {
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for weapon in self.weapons.iter_mut() {
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weapon.ammo = weapon.max_ammo;
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}
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}
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pub fn reset_all_weapon_xp(&mut self) {
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for weapon in self.weapons.iter_mut() {
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weapon.level = WeaponLevel::Level1;
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weapon.experience = 0;
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}
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}
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pub fn reset_current_weapon_xp(&mut self) {
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if let Some(weapon) = self.get_current_weapon_mut() {
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weapon.reset_xp();
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}
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}
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pub fn take_xp(&mut self, exp: u16, state: &mut SharedGameState) -> TakeExperienceResult {
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let mut result = TakeExperienceResult::None;
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if let Some(weapon) = self.get_current_weapon_mut() {
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let lvl_table = state.constants.weapon.level_table[weapon.wtype as usize];
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let mut tmp_exp = weapon.experience as isize - exp as isize;
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if tmp_exp >= 0 {
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weapon.experience = tmp_exp as u16;
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} else {
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while tmp_exp < 0 {
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if weapon.level == WeaponLevel::Level1 {
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weapon.experience = 0;
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tmp_exp = 0;
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} else if weapon.experience < exp {
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weapon.level = weapon.level.prev();
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let max_level = lvl_table[weapon.level as usize - 1] as isize;
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weapon.experience = (max_level + tmp_exp.max(-max_level)) as u16;
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tmp_exp += max_level;
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if weapon.wtype != WeaponType::Spur {
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result = TakeExperienceResult::LevelDown;
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}
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}
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}
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}
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}
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result
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}
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pub fn add_xp(&mut self, exp: u16, player: &mut Player, state: &mut SharedGameState) {
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if let Some(weapon) = self.get_current_weapon_mut() {
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weapon.add_xp(exp, player, state);
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}
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}
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/// Get current experience state. Returns a (exp, max exp, max level/exp) tuple.
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pub fn get_current_max_exp(&self, constants: &EngineConstants) -> (u16, u16, bool) {
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if let Some(weapon) = self.weapons.get(self.current_weapon as usize) {
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weapon.get_max_exp(constants)
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} else {
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(0, 0, false)
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}
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}
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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) {
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if let Some(weapon) = self.weapons.get(self.current_weapon as usize) {
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(weapon.ammo, weapon.max_ammo)
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} else {
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(0, 0)
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}
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}
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pub fn get_current_level(&self) -> WeaponLevel {
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if let Some(weapon) = self.weapons.get(self.current_weapon as usize) {
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weapon.level
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} else {
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WeaponLevel::None
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}
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}
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pub fn get_current_weapon_idx(&self) -> u16 {
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self.current_weapon
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}
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pub fn get_weapon_count(&self) -> usize {
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self.weapons.len()
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}
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pub fn has_weapon(&self, wtype: WeaponType) -> bool {
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self.weapons.iter().any(|weapon| weapon.wtype == wtype)
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}
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pub fn tick_weapons(&mut self, state: &mut SharedGameState, player: &mut Player, player_id: TargetPlayer, bullet_manager: &mut BulletManager) {
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if let Some(weapon) = self.get_current_weapon_mut() {
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weapon.tick(state, player, player_id, bullet_manager);
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}
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}
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}
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#[test]
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fn inventory_test() {
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let mut inventory = Inventory::new();
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inventory.add_item(3);
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assert!(!inventory.has_item(2));
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assert!(inventory.has_item(3));
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assert!(inventory.has_item_amount(3, Ordering::Equal, 1));
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assert!(inventory.has_item_amount(3, Ordering::Less, 2));
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inventory.consume_item(3);
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assert!(inventory.has_item_amount(3, Ordering::Equal, 0));
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assert!(inventory.has_item_amount(3, Ordering::Less, 2));
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inventory.add_item(2);
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assert!(inventory.has_item(2));
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assert!(inventory.has_item_amount(2, Ordering::Equal, 1));
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assert!(!inventory.has_item_amount(2, Ordering::Less, 1));
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inventory.add_item(4);
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inventory.add_item(4);
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inventory.add_item(4);
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inventory.add_item(4);
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assert!(inventory.has_item(4));
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assert!(inventory.has_item_amount(4, Ordering::Greater, 3));
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assert!(inventory.has_item_amount(4, Ordering::Equal, 4));
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assert!(!inventory.has_item_amount(4, Ordering::Less, 2));
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}
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