various fixes: moved turnloss handling into energy system, anims

This commit is contained in:
Llywelwyn 2023-08-31 03:44:04 +01:00
parent 7b5cd0ec70
commit 1b12d70b23
11 changed files with 235 additions and 53 deletions

View file

@ -7,6 +7,8 @@ use crate::{
Name,
Renderable,
TakingTurn,
Item,
Prop,
};
use rltk::prelude::*;
use specs::prelude::*;
@ -24,10 +26,22 @@ impl<'a> System<'a> for TurnStatusSystem {
ReadStorage<'a, Name>,
ReadExpect<'a, Entity>,
ReadStorage<'a, Renderable>,
ReadStorage<'a, Item>,
ReadStorage<'a, Prop>,
);
fn run(&mut self, data: Self::SystemData) {
let (mut turns, clock, mut confusion, entities, names, player_entity, renderables) = data;
let (
mut turns,
clock,
mut confusion,
entities,
names,
player_entity,
renderables,
items,
props,
) = data;
let mut clock_tick = false;
for (_e, _c, _t) in (&entities, &clock, &turns).join() {
clock_tick = true;
@ -39,7 +53,13 @@ impl<'a> System<'a> for TurnStatusSystem {
let mut log = false;
let mut not_my_turn: Vec<Entity> = Vec::new();
let mut not_confused: Vec<Entity> = Vec::new();
for (entity, _turn, confused, name) in (&entities, &mut turns, &mut confusion, &names).join() {
for (entity, confused, name, _i, _p) in (
&entities,
&mut confusion,
&names,
!&items,
!&props,
).join() {
confused.turns -= 1;
if confused.turns < 1 {
not_confused.push(entity);