A framework for generalizing inventory logic and abstracting it away from item data in your specific game.
See more examples and specific documentation about this crate on docs.rs.
use game_inventory::traits::{IItem, IItemInstance, ISlot};
use game_inventory::sample_structs::{ItemInstance, Slot};
use game_inventory::helpers::add_to_inventory;
// Define your item data however you like.
#[derive(Debug)]
pub struct Item<'a> {
pub name: &'a str,
pub max_quantity: u16,
pub image: Option<Vec<(u8,u8,u8,u8)>>,
pub item_type: &'a str
}
// implement IItem for it so it can interact with the rest of the system.
impl<'a> IItem for Item<'a> {
fn stackable(&self) -> bool {
self.max_quantity > 1
}
fn max_quant(&self) -> u16 {
self.max_quantity
}
fn name(&self) -> &str {
self.name
}
}
// start using it in combination with everything else!
const CHEESE: Item = Item{name:"Cheese", max_quantity:100, image:None, item_type:"Food"};
const CHEESE_INST: Option<ItemInstance> = Some(ItemInstance{item:&CHEESE, quantity:32});
const SWORD: Item = Item{name:"Sword", max_quantity:0, image:None, item_type:"Weapon"};
const SWORD_INST: Option<ItemInstance> = Some(ItemInstance{item:&SWORD, quantity:0});
let mut inventory = vec![
Slot::new(CHEESE_INST),
Slot::new(None),
Slot::new(None),
Slot::new(CHEESE_INST)
];
add_to_inventory(&mut inventory, SWORD_INST.unwrap());
assert_eq!(inventory[0].item_instance().unwrap().item().name(), CHEESE.name());
assert_eq!(inventory[0].item_instance().unwrap().quant(), CHEESE_INST.unwrap().quant());
assert_eq!(inventory[1].item_instance().unwrap().item().name(), SWORD.name());
assert!(inventory[2].item_instance().is_none());
assert_eq!(inventory[3].item_instance().unwrap().item().name(), CHEESE.name());
assert_eq!(inventory[3].item_instance().unwrap().quant(), CHEESE_INST.unwrap().quant());