veloren_common/comp/body/
item_drop.rs1use crate::{
2 comp::{
3 Density, Mass, Ori,
4 item::{
5 Item, ItemKind, Utility,
6 armor::ArmorKind,
7 tool::{Tool, ToolKind},
8 },
9 },
10 consts::WATER_DENSITY,
11 make_case_elim,
12 util::Dir,
13};
14use rand::prelude::*;
15use serde::{Deserialize, Serialize};
16use std::f32::consts::PI;
17use vek::Vec3;
18
19make_case_elim!(
20 armor,
21 #[derive(Copy, Clone, Debug, PartialEq, Eq, PartialOrd, Ord, Hash, Serialize, Deserialize)]
22 #[repr(u32)]
23 pub enum ItemDropArmorKind {
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
39make_case_elim!(
40 body,
41 #[derive(Copy, Clone, Debug, PartialEq, Eq, PartialOrd, Ord, Hash, Serialize, Deserialize)]
42 #[repr(u32)]
43 pub enum Body {
44 Tool(tool: ToolKind) = 0,
45 ModularComponent = 1,
46 Lantern = 2,
47 Glider = 3,
48 Armor(armor: ItemDropArmorKind) = 4,
49 Utility = 5,
50 Consumable = 6,
51 Throwable = 7,
52 Ingredient = 8,
53 Coins = 9,
54 CoinPouch = 10,
55 Empty = 11,
56 }
57);
58
59impl From<Body> for super::Body {
60 fn from(body: Body) -> Self { super::Body::ItemDrop(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(ItemDropArmorKind::Shoulder),
72 ArmorKind::Chest => Body::Armor(ItemDropArmorKind::Chest),
73 ArmorKind::Belt => Body::Armor(ItemDropArmorKind::Belt),
74 ArmorKind::Hand => Body::Armor(ItemDropArmorKind::Hand),
75 ArmorKind::Pants => Body::Armor(ItemDropArmorKind::Pants),
76 ArmorKind::Foot => Body::Armor(ItemDropArmorKind::Foot),
77 ArmorKind::Back => Body::Armor(ItemDropArmorKind::Back),
78 ArmorKind::Backpack => Body::Armor(ItemDropArmorKind::Back),
79 ArmorKind::Ring => Body::Armor(ItemDropArmorKind::Ring),
80 ArmorKind::Neck => Body::Armor(ItemDropArmorKind::Neck),
81 ArmorKind::Head => Body::Armor(ItemDropArmorKind::Head),
82 ArmorKind::Tabard => Body::Armor(ItemDropArmorKind::Tabard),
83 ArmorKind::Bag => Body::Armor(ItemDropArmorKind::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::Throwable { .. } => Body::Throwable,
97 ItemKind::Ingredient { .. } => Body::Ingredient,
98 _ => Body::Empty,
99 }
100 }
101}
102
103impl Body {
104 pub fn to_string(self) -> &'static str {
105 match self {
106 Body::Tool(_) => "tool",
107 Body::ModularComponent => "modular_component",
108 Body::Lantern => "lantern",
109 Body::Glider => "glider",
110 Body::Armor(_) => "armor",
111 Body::Utility => "utility",
112 Body::Consumable => "consumable",
113 Body::Throwable => "throwable",
114 Body::Ingredient => "ingredient",
115 Body::Coins => "coins",
116 Body::CoinPouch => "coin_pouch",
117 Body::Empty => "empty",
118 }
119 }
120
121 pub fn density(&self) -> Density { Density(1.1 * WATER_DENSITY) }
122
123 pub fn mass(&self) -> Mass { Mass(2.0) }
124
125 pub fn dimensions(&self) -> Vec3<f32> { Vec3::new(0.0, 0.1, 0.0) }
126
127 pub fn orientation(&self, rng: &mut impl Rng) -> Ori {
128 let random = rng.gen_range(-1.0..1.0f32);
129 let default = Ori::default();
130 match self {
131 Body::Tool(_) => default
132 .pitched_down(PI / 2.0)
133 .yawed_left(PI / 2.0)
134 .pitched_towards(
135 Dir::from_unnormalized(Vec3::new(
136 random,
137 rng.gen_range(-1.0..1.0f32),
138 rng.gen_range(-1.0..1.0f32),
139 ))
140 .unwrap_or_default(),
141 ),
142
143 Body::Armor(
144 ItemDropArmorKind::Neck | ItemDropArmorKind::Back | ItemDropArmorKind::Tabard,
145 ) => default.yawed_left(random).pitched_down(PI / 2.0),
146 _ => default.yawed_left(random),
147 }
148 }
149}