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equipment.go
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equipment.go
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package item
// Equipment is a Component that stores the equipped items of a Character.
type Equipment struct {
Weapon *Instance
// RightHand *Instance
// LeftHand *Instance
Helm *Instance
Amulet *Instance
Armor *Instance
Ring1 *Instance
Ring2 *Instance
Belt *Instance
Gloves *Instance
Boots *Instance
}
// Type of this Component.
func (*Equipment) Type() string {
return "Equipment"
}
// SumModifiers returns the sum of all modifiers present on all items in this
// Equipment.
func (equip *Equipment) SumModifiers() map[Modifier]float64 {
result := map[Modifier]float64{}
if equip == nil {
return result
}
it := []*Instance{
equip.Weapon,
equip.Helm,
equip.Amulet,
equip.Armor,
equip.Ring1,
equip.Ring2,
equip.Belt,
equip.Gloves,
equip.Boots,
}
for _, item := range it {
if item == nil {
continue
}
for mod, val := range item.Modifiers {
// if this modifier does not exist already, then current will be
// default-initialised (0) and adding it to the value of this item
// will be correct.
current, _ := result[mod]
result[mod] = current + val
}
}
return result
}
// WeaponClass returns the inferred ItemClass of the Weapon that is equipped (if
// one is equipped), otherwise it returns Unarmed.
func (equip *Equipment) WeaponClass() Class {
if equip == nil {
return UnarmedClass
}
if equip.Weapon == nil {
return UnarmedClass
}
return equip.Weapon.Class
}
func (equip *Equipment) WeaponPreparation() int {
if equip == nil || equip.Weapon == nil {
// Unarmed hard-coded Prep value.
return 400
}
return int(equip.Weapon.Modifiers[PreparationModifier])
}
func (equip *Equipment) WeaponActionPoints() int {
if equip == nil || equip.Weapon == nil {
// Unarmed hard-coded AP value.
return 40
}
return int(equip.Weapon.Modifiers[ActionPointModifier])
}
func (equip *Equipment) WeaponBaseChanceToHit() float64 {
if equip == nil || equip.Weapon == nil {
// Unarmed hard-coded ChanceToHit
return 0.99
}
return equip.Weapon.BaseChanceToHit
}