veloren_common/comp/body/
item.rs

1use crate::{
2    comp::{
3        Density, Mass, Ori, ThrownItem,
4        item::{
5            Item, ItemKind, Utility,
6            armor::ArmorKind,
7            tool::{Tool, ToolKind},
8        },
9    },
10    consts::WATER_DENSITY,
11    util::Dir,
12};
13use common_base::enum_iter;
14use rand::prelude::*;
15use serde::{Deserialize, Serialize};
16use std::f32::consts::PI;
17use strum::IntoEnumIterator;
18use vek::Vec3;
19
20enum_iter! {
21    #[derive(Copy, Clone, Debug, PartialEq, Eq, PartialOrd, Ord, Hash, Serialize, Deserialize)]
22    #[repr(u32)]
23    pub enum ItemArmorKind {
24        Shoulder = 0,
25        Chest = 1,
26        Belt = 2,
27        Hand = 3,
28        Pants = 4,
29        Foot = 5,
30        Back = 6,
31        Ring = 7,
32        Neck = 8,
33        Head = 9,
34        Tabard = 10,
35        Bag = 11,
36    }
37}
38
39enum_iter! {
40    #[derive(Copy, Clone, Debug, PartialEq, Eq, PartialOrd, Ord, Hash, Serialize, Deserialize)]
41    #[repr(u32)]
42    pub enum Body {
43        Tool(ToolKind) = 0,
44        ModularComponent = 1,
45        Lantern = 2,
46        Glider = 3,
47        Armor(ItemArmorKind) = 4,
48        Utility = 5,
49        Consumable = 6,
50        Throwable = 7,
51        Ingredient = 8,
52        Coins = 9,
53        CoinPouch = 10,
54        Empty = 11,
55        Thrown(ToolKind) = 12,
56    }
57}
58
59impl From<Body> for super::Body {
60    fn from(body: Body) -> Self { super::Body::Item(body) }
61}
62
63impl From<&Item> for Body {
64    fn from(item: &Item) -> Self {
65        match &*item.kind() {
66            ItemKind::Tool(Tool { kind, .. }) => Body::Tool(*kind),
67            ItemKind::ModularComponent(_) => Body::ModularComponent,
68            ItemKind::Lantern(_) => Body::Lantern,
69            ItemKind::Glider => Body::Glider,
70            ItemKind::Armor(armor) => match armor.kind {
71                ArmorKind::Shoulder => Body::Armor(ItemArmorKind::Shoulder),
72                ArmorKind::Chest => Body::Armor(ItemArmorKind::Chest),
73                ArmorKind::Belt => Body::Armor(ItemArmorKind::Belt),
74                ArmorKind::Hand => Body::Armor(ItemArmorKind::Hand),
75                ArmorKind::Pants => Body::Armor(ItemArmorKind::Pants),
76                ArmorKind::Foot => Body::Armor(ItemArmorKind::Foot),
77                ArmorKind::Back => Body::Armor(ItemArmorKind::Back),
78                ArmorKind::Backpack => Body::Armor(ItemArmorKind::Back),
79                ArmorKind::Ring => Body::Armor(ItemArmorKind::Ring),
80                ArmorKind::Neck => Body::Armor(ItemArmorKind::Neck),
81                ArmorKind::Head => Body::Armor(ItemArmorKind::Head),
82                ArmorKind::Tabard => Body::Armor(ItemArmorKind::Tabard),
83                ArmorKind::Bag => Body::Armor(ItemArmorKind::Bag),
84            },
85            ItemKind::Utility { kind, .. } => match kind {
86                Utility::Coins => {
87                    if item.amount() > 100 {
88                        Body::CoinPouch
89                    } else {
90                        Body::Coins
91                    }
92                },
93                _ => Body::Utility,
94            },
95            ItemKind::Consumable { .. } => Body::Consumable,
96            ItemKind::Ingredient { .. } => Body::Ingredient,
97            _ => Body::Empty,
98        }
99    }
100}
101
102impl From<&ThrownItem> for Body {
103    fn from(thrown_item: &ThrownItem) -> Self {
104        match &*thrown_item.0.kind() {
105            ItemKind::Tool(Tool { kind, .. }) => Body::Thrown(*kind),
106            _ => Body::Empty,
107        }
108    }
109}
110
111impl Body {
112    pub fn to_string(self) -> &'static str {
113        match self {
114            Body::Tool(_) => "tool",
115            Body::ModularComponent => "modular_component",
116            Body::Lantern => "lantern",
117            Body::Glider => "glider",
118            Body::Armor(_) => "armor",
119            Body::Utility => "utility",
120            Body::Consumable => "consumable",
121            Body::Throwable => "throwable",
122            Body::Ingredient => "ingredient",
123            Body::Coins => "coins",
124            Body::CoinPouch => "coin_pouch",
125            Body::Empty => "empty",
126            Body::Thrown(_) => "thrown",
127        }
128    }
129
130    pub fn density(&self) -> Density { Density(1.1 * WATER_DENSITY) }
131
132    pub fn mass(&self) -> Mass { Mass(2.0) }
133
134    pub fn dimensions(&self) -> Vec3<f32> { Vec3::new(0.0, 0.1, 0.0) }
135
136    pub fn orientation(&self, rng: &mut impl Rng) -> Ori {
137        let random = rng.gen_range(-1.0..1.0f32);
138        let default = Ori::default();
139        match self {
140            Body::Tool(_) | Body::Thrown(_) => default
141                .pitched_down(PI / 2.0)
142                .yawed_left(PI / 2.0)
143                .pitched_towards(
144                    Dir::from_unnormalized(Vec3::new(
145                        random,
146                        rng.gen_range(-1.0..1.0f32),
147                        rng.gen_range(-1.0..1.0f32),
148                    ))
149                    .unwrap_or_default(),
150                ),
151
152            Body::Armor(ItemArmorKind::Neck | ItemArmorKind::Back | ItemArmorKind::Tabard) => {
153                default.yawed_left(random).pitched_down(PI / 2.0)
154            },
155            _ => default.yawed_left(random),
156        }
157    }
158}