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path: root/rust/src/buff_ball.rs
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use gdnative::api::*;
use gdnative::prelude::*;
use crate::buff_trait::Buff;

struct BuffBall {
    name: String,
    description: String,

    die_body: Option<Ref<RigidBody>>,
    sphere_body: Option<Ref<RigidBody>>
}

impl BuffBall {
    fn new(die_body: Option<Ref<RigidBody>>, sphere_body: Option<Ref<RigidBody>>) -> Self {
        BuffBall {
            name: String::from("Ball"),
            description: String::from("Roll the dice"),

            die_body,
            sphere_body
        }
    }
}

impl Buff for BuffBall {
    unsafe fn execute_buff(&mut self) {
        // make sure the sphere rigid body exists
        match &self.sphere_body {
            Some(sphere) => {
                // make sure the dice rigid body exists
                match &self.die_body {
                    Some(die) => {
                        // get the safe references from the ref<>
                        let save_sphere = sphere.assume_safe();
                        let save_die = die.assume_safe();

                        // set the properties of the rigid bodies
                        save_die.set_process(false);
                        save_sphere.set_process(true);
                        save_sphere.show();
                    },
                    None => godot_warn!("Die body not assigned")
                }
            },
            None => godot_warn!("Sphere body not assigned")
        }
    }

    unsafe fn revert_buff(&mut self) {
        // make sure the sphere rigid body exists
        match &self.sphere_body {
            Some(sphere) => {
                // make sure the dice rigid body exists
                match &self.die_body {
                    Some(die) => {
                        // get the safe references from the ref<>
                        let save_sphere = sphere.assume_safe();
                        let save_die = die.assume_safe();

                        // set the properties of the rigid bodies
                        save_die.set_process(true);
                        save_sphere.set_process(false);
                        save_sphere.hide();
                    },
                    None => godot_warn!("Die body not assigned")
                }
            },
            None => godot_warn!("Sphere body not assigned")
        }
    }

    fn get_name(self) -> GodotString {
        GodotString::from_str(self.name)
    }

    fn get_description(self) -> GodotString {
        GodotString::from_str(self.description)
    }
}