standardises entity names
This commit is contained in:
parent
d0416b2563
commit
1d9cb04d1f
14 changed files with 131 additions and 47 deletions
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@ -6,7 +6,7 @@
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"weight": 1,
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"value": 50,
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"flags": ["CONSUMABLE", "DESTRUCTIBLE"],
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"effects": { "provides_healing": "2d4+2" },
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"effects": { "provides_healing": "4d4+2" },
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"magic": { "class": "uncommon", "naming": "potion" }
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},
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{
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@ -16,7 +16,7 @@
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"weight": 1,
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"value": 25,
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"flags": ["CONSUMABLE", "DESTRUCTIBLE"],
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"effects": { "provides_healing": "1d4+2" },
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"effects": { "provides_healing": "2d4+2" },
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"magic": { "class": "uncommon", "naming": "potion" }
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},
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{
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@ -1,4 +1,4 @@
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use crate::{gamelog, Name, Quips, TakingTurn, Viewshed};
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use crate::{gamelog, gui::renderable_colour, Name, Quips, Renderable, TakingTurn, Viewshed};
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use rltk::prelude::*;
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use specs::prelude::*;
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@ -7,8 +7,10 @@ pub struct QuipSystem {}
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impl<'a> System<'a> for QuipSystem {
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#[allow(clippy::type_complexity)]
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type SystemData = (
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Entities<'a>,
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WriteStorage<'a, Quips>,
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ReadStorage<'a, Name>,
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ReadStorage<'a, Renderable>,
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ReadStorage<'a, TakingTurn>,
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ReadExpect<'a, Point>,
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ReadStorage<'a, Viewshed>,
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@ -16,8 +18,8 @@ impl<'a> System<'a> for QuipSystem {
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);
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fn run(&mut self, data: Self::SystemData) {
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let (mut quips, names, turns, player_pos, viewsheds, mut rng) = data;
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for (quip, name, viewshed, _turn) in (&mut quips, &names, &viewsheds, &turns).join() {
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let (entities, mut quips, names, renderables, turns, player_pos, viewsheds, mut rng) = data;
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for (entity, quip, name, viewshed, _turn) in (&entities, &mut quips, &names, &viewsheds, &turns).join() {
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if !quip.available.is_empty() && viewshed.visible_tiles.contains(&player_pos) && rng.roll_dice(1, 6) == 1 {
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let quip_index = if quip.available.len() == 1 {
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0
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@ -26,7 +28,9 @@ impl<'a> System<'a> for QuipSystem {
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};
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gamelog::Logger::new()
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.append("The")
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.npc_name(&name.name)
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.colour(renderable_colour(&renderables, entity))
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.append(&name.name)
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.colour(WHITE)
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.append_n("says \"")
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.append_n(&quip.available[quip_index])
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.append("\"")
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@ -1,4 +1,7 @@
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use super::{gamelog, Equipped, InBackpack, Item, LootTable, Name, Player, Pools, Position, RunState};
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use super::{
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gamelog, gui::renderable_colour, Equipped, InBackpack, Item, LootTable, Name, Player, Pools, Position, Renderable,
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RunState,
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};
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use rltk::prelude::*;
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use specs::prelude::*;
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@ -11,6 +14,7 @@ pub fn delete_the_dead(ecs: &mut World) {
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let names = ecs.read_storage::<Name>();
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let items = ecs.read_storage::<Item>();
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let entities = ecs.entities();
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let renderables = ecs.read_storage::<Renderable>();
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for (entity, stats) in (&entities, &combat_stats).join() {
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if stats.hit_points.current < 1 {
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let player = players.get(entity);
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@ -22,14 +26,16 @@ pub fn delete_the_dead(ecs: &mut World) {
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if let Some(_item) = item {
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gamelog::Logger::new()
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.append("The")
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.npc_name(&victim_name.name)
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.colour(renderable_colour(&renderables, entity))
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.append(&victim_name.name)
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.colour(rltk::WHITE)
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.append("is destroyed!")
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.log();
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} else {
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gamelog::Logger::new()
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.append("The")
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.npc_name(&victim_name.name)
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.colour(renderable_colour(&renderables, entity))
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.append(&victim_name.name)
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.colour(rltk::WHITE)
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.append("dies!")
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.log();
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@ -52,6 +58,7 @@ pub fn delete_the_dead(ecs: &mut World) {
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&crate::raws::RAWS.lock().unwrap(),
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ecs,
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&loot.0,
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None,
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crate::raws::SpawnType::AtPosition { x: loot.1.x, y: loot.1.y },
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0,
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);
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@ -1,4 +1,4 @@
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use super::{add_effect, targeting, EffectSpawner, EffectType, Entity, Targets, World};
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use super::{add_effect, get_noncursed, targeting, EffectSpawner, EffectType, Entity, Targets, World};
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use crate::{
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gamelog,
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gamesystem::{hp_per_level, mana_per_level},
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@ -40,8 +40,14 @@ pub fn inflict_damage(ecs: &mut World, damage: &EffectSpawner, target: Entity) {
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pub fn heal_damage(ecs: &mut World, heal: &EffectSpawner, target: Entity) {
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let mut pools = ecs.write_storage::<Pools>();
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if let Some(pool) = pools.get_mut(target) {
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if let EffectType::Healing { amount } = heal.effect_type {
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if let EffectType::Healing { amount, buc } = &heal.effect_type {
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let before = pool.hit_points.current;
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pool.hit_points.current = i32::min(pool.hit_points.max, pool.hit_points.current + amount);
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if pool.hit_points.current - before < *amount && get_noncursed(buc) {
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// If the heal was not fully effective, and healing source was noncursed, increase max HP by 1.
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pool.hit_points.max += 1;
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pool.hit_points.current += 1;
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}
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add_effect(
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None,
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EffectType::Particle {
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@ -23,7 +23,7 @@ lazy_static! {
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pub enum EffectType {
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Damage { amount: i32 },
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Healing { amount: i32 },
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Healing { amount: i32, buc: BUC },
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Confusion { turns: i32 },
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Bloodstain,
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Particle { glyph: FontCharType, fg: RGB, bg: RGB, lifespan: f32, delay: f32 },
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@ -143,3 +143,11 @@ fn affect_entity(ecs: &mut World, effect: &EffectSpawner, target: Entity) {
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_ => {}
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}
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}
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pub fn get_noncursed(buc: &BUC) -> bool {
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if buc == &BUC::Cursed {
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false
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} else {
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true
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}
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}
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@ -84,7 +84,7 @@ fn handle_restore_nutrition(ecs: &mut World, event: &mut EventInfo, mut logger:
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.append_n(obfuscate_name_ecs(ecs, event.entity).0)
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.colour(WHITE)
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.period()
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.buc(event.buc.clone(), Some("Blech! Rotten."), Some("Delicious."));
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.buc(event.buc.clone(), Some("Blech! Rotten"), Some("Delicious"));
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event.log = true;
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}
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return logger;
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@ -108,8 +108,13 @@ fn handle_magic_mapper(ecs: &mut World, event: &mut EventInfo, mut logger: gamel
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fn handle_healing(ecs: &mut World, event: &mut EventInfo, mut logger: gamelog::Logger) -> gamelog::Logger {
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if let Some(healing_item) = ecs.read_storage::<ProvidesHealing>().get(event.entity) {
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let mut rng = ecs.write_resource::<RandomNumberGenerator>();
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let roll = rng.roll_dice(healing_item.n_dice, healing_item.sides) + healing_item.modifier;
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add_effect(event.source, EffectType::Healing { amount: roll }, event.target.clone());
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let buc_mod = match event.buc {
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BUC::Blessed => 2,
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BUC::Cursed => -1,
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_ => 0,
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};
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let roll = rng.roll_dice(healing_item.n_dice + buc_mod, healing_item.sides) + healing_item.modifier;
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add_effect(event.source, EffectType::Healing { amount: roll, buc: event.buc.clone() }, event.target.clone());
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for target in get_entity_targets(&event.target) {
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if ecs.read_storage::<Prop>().get(target).is_some() || ecs.read_storage::<Item>().get(target).is_some() {
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continue;
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@ -42,9 +42,11 @@ impl Logger {
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pub fn buc<T: ToString>(mut self, buc: BUC, cursed: Option<T>, blessed: Option<T>) -> Self {
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if buc == BUC::Cursed && cursed.is_some() {
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self.fragments.push(LogFragment { colour: RGB::named(RED), text: cursed.unwrap().to_string() });
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self.fragments.push(LogFragment { colour: RGB::named(SALMON), text: cursed.unwrap().to_string() });
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self.fragments.push(LogFragment { colour: self.current_colour, text: ". ".to_string() });
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} else if buc == BUC::Blessed && blessed.is_some() {
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self.fragments.push(LogFragment { colour: RGB::named(GOLD), text: blessed.unwrap().to_string() });
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self.fragments.push(LogFragment { colour: RGB::named(CYAN), text: blessed.unwrap().to_string() });
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self.fragments.push(LogFragment { colour: self.current_colour, text: ". ".to_string() });
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}
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return self;
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}
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@ -1,5 +1,5 @@
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use super::{gamesystem::attr_bonus, gamesystem::get_attribute_rolls, Attributes, Pools, Renderable, RunState, State};
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use crate::{ai::NORMAL_SPEED, raws, Attribute, Energy, HasAncestry, HasClass, Pool, Skill, Skills, Telepath};
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use crate::{ai::NORMAL_SPEED, raws, Attribute, Energy, HasAncestry, HasClass, Pool, Skill, Skills, Telepath, BUC};
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use rltk::prelude::*;
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use serde::{Deserialize, Serialize};
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use specs::prelude::*;
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@ -300,10 +300,25 @@ pub fn setup_player_class(ecs: &mut World, class: Class, ancestry: Ancestry) {
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let mut rng = RandomNumberGenerator::new();
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let starts_with = get_starting_inventory(class, &mut rng);
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for item in starts_with.0.iter() {
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raws::spawn_named_entity(&raws::RAWS.lock().unwrap(), ecs, item, raws::SpawnType::Equipped { by: player }, 0);
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let buc = if rng.roll_dice(1, 3) == 1 { Some(BUC::Blessed) } else { Some(BUC::Uncursed) };
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raws::spawn_named_entity(
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&raws::RAWS.lock().unwrap(),
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ecs,
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item,
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buc,
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raws::SpawnType::Equipped { by: player },
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0,
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);
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}
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for item in starts_with.1.iter() {
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raws::spawn_named_entity(&raws::RAWS.lock().unwrap(), ecs, item, raws::SpawnType::Carried { by: player }, 0);
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raws::spawn_named_entity(
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&raws::RAWS.lock().unwrap(),
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ecs,
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item,
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None,
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raws::SpawnType::Carried { by: player },
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0,
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);
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}
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}
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@ -78,6 +78,7 @@ impl<'a> System<'a> for ItemEquipSystem {
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if target == *player_entity {
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logger = logger
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.append("You equip the")
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.colour(item_colour(wants_to_use_item.item, &beatitudes, &dm))
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.append_n(
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obfuscate_name(
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wants_to_use_item.item,
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@ -90,7 +91,7 @@ impl<'a> System<'a> for ItemEquipSystem {
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)
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.0,
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)
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.colour(item_colour(wants_to_use_item.item, &beatitudes, &dm))
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.colour(rltk::WHITE)
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.period();
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logger.log();
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}
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@ -62,6 +62,7 @@ fn spawn_random_mob_in_free_nonvisible_tile(ecs: &mut World) {
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&raws::RAWS.lock().unwrap(),
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ecs,
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&key,
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None,
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raws::SpawnType::AtPosition { x: idx.0, y: idx.1 },
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difficulty,
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);
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@ -1,8 +1,11 @@
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use super::{
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effects::{add_effect, EffectType, Targets},
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gamelog, gamesystem, ArmourClassBonus, Attributes, EquipmentSlot, Equipped, HungerClock, HungerState, MeleeWeapon,
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MultiAttack, Name, NaturalAttacks, ParticleBuilder, Pools, Position, Skill, Skills, WantsToMelee, WeaponAttribute,
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gamelog, gamesystem,
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gui::renderable_colour,
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ArmourClassBonus, Attributes, EquipmentSlot, Equipped, HungerClock, HungerState, MeleeWeapon, MultiAttack, Name,
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NaturalAttacks, ParticleBuilder, Pools, Position, Renderable, Skill, Skills, WantsToMelee, WeaponAttribute,
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};
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use rltk::prelude::*;
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use specs::prelude::*;
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pub struct MeleeCombatSystem {}
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@ -11,6 +14,7 @@ impl<'a> System<'a> for MeleeCombatSystem {
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type SystemData = (
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Entities<'a>,
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ReadExpect<'a, Entity>,
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ReadStorage<'a, Renderable>,
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WriteStorage<'a, WantsToMelee>,
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ReadStorage<'a, Name>,
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ReadStorage<'a, Attributes>,
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@ -31,6 +35,7 @@ impl<'a> System<'a> for MeleeCombatSystem {
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let (
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entities,
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player_entity,
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renderables,
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mut wants_melee,
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names,
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attributes,
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@ -230,22 +235,30 @@ impl<'a> System<'a> for MeleeCombatSystem {
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something_to_log = true;
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logger = logger // You hit the <name>.
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.append("You hit the")
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.npc_name_n(&target_name.name)
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.colour(renderable_colour(&renderables, wants_melee.target))
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.append_n(&target_name.name)
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.colour(WHITE)
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.period();
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} else if wants_melee.target == *player_entity {
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something_to_log = true;
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logger = logger // <name> hits you!
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.append("The")
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.npc_name(&name.name)
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.colour(renderable_colour(&renderables, entity))
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.append(&name.name)
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.colour(WHITE)
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.append(attack_verb)
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.append("you!");
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} else {
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gamelog::Logger::new() // <name> misses the <target>.
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.append("The")
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.npc_name(&name.name)
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.colour(renderable_colour(&renderables, entity))
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.append(&name.name)
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.colour(WHITE)
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.append(attack_verb)
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.append("the")
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.npc_name_n(&target_name.name)
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.colour(renderable_colour(&renderables, wants_melee.target))
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.append_n(&target_name.name)
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.colour(WHITE)
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.period()
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.log();
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}
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@ -266,16 +279,20 @@ impl<'a> System<'a> for MeleeCombatSystem {
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something_to_log = true;
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logger = logger // <name> misses!
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.append("The")
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.npc_name(&name.name)
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.colour(rltk::WHITE)
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.colour(renderable_colour(&renderables, entity))
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.append(&name.name)
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.colour(WHITE)
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.append("misses!");
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} else {
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gamelog::Logger::new() // <name> misses the <target>.
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.append("The")
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.npc_name(&name.name)
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.colour(rltk::WHITE)
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.colour(renderable_colour(&renderables, entity))
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.append(&name.name)
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.colour(WHITE)
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.append("misses the")
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.npc_name_n(&target_name.name)
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.colour(renderable_colour(&renderables, wants_melee.target))
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.append_n(&target_name.name)
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.colour(WHITE)
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.period()
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.log();
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}
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|
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@ -2,11 +2,13 @@ use super::{
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effects::{add_effect, EffectType, Targets},
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gamelog,
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gui::obfuscate_name_ecs,
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gui::renderable_colour,
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raws::Reaction,
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Attributes, BlocksTile, BlocksVisibility, Door, EntityMoved, Faction, HasAncestry, Hidden, HungerClock,
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HungerState, Item, Map, Name, ParticleBuilder, Player, Pools, Position, Renderable, RunState, State, Telepath,
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TileType, Viewshed, WantsToMelee, WantsToPickupItem,
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};
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use rltk::prelude::*;
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use rltk::{Point, RandomNumberGenerator, Rltk, VirtualKeyCode};
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use specs::prelude::*;
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use std::cmp::{max, min};
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@ -402,7 +404,14 @@ pub fn try_move_player(delta_x: i32, delta_y: i32, ecs: &mut World) -> RunState
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for m in swap_entities.iter() {
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if let Some(name) = names.get(m.0) {
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gamelog::Logger::new().append("You swap places with the").npc_name_n(&name.name).period().log();
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let renderables = ecs.read_storage::<Renderable>();
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gamelog::Logger::new()
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.append("You swap places with the")
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.colour(renderable_colour(&renderables, m.0))
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.append_n(&name.name)
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.colour(WHITE)
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.period()
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.log();
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}
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if let Some(their_pos) = positions.get_mut(m.0) {
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let old_idx = map.xy_idx(their_pos.x, their_pos.y);
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|
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@ -119,11 +119,12 @@ pub fn spawn_named_entity(
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raws: &RawMaster,
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ecs: &mut World,
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key: &str,
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buc: Option<BUC>,
|
||||
pos: SpawnType,
|
||||
map_difficulty: i32,
|
||||
) -> Option<Entity> {
|
||||
if raws.item_index.contains_key(key) {
|
||||
return spawn_named_item(raws, ecs, key, pos);
|
||||
return spawn_named_item(raws, ecs, key, buc, pos);
|
||||
} else if raws.mob_index.contains_key(key) {
|
||||
return spawn_named_mob(raws, ecs, key, pos, map_difficulty);
|
||||
} else if raws.prop_index.contains_key(key) {
|
||||
|
|
@ -132,7 +133,13 @@ pub fn spawn_named_entity(
|
|||
None
|
||||
}
|
||||
|
||||
pub fn spawn_named_item(raws: &RawMaster, ecs: &mut World, key: &str, pos: SpawnType) -> Option<Entity> {
|
||||
pub fn spawn_named_item(
|
||||
raws: &RawMaster,
|
||||
ecs: &mut World,
|
||||
key: &str,
|
||||
buc: Option<BUC>,
|
||||
pos: SpawnType,
|
||||
) -> Option<Entity> {
|
||||
if raws.item_index.contains_key(key) {
|
||||
let item_template = &raws.raws.items[raws.item_index[key]];
|
||||
let dm = ecs.fetch::<crate::map::MasterDungeonMap>();
|
||||
|
|
@ -140,7 +147,7 @@ pub fn spawn_named_item(raws: &RawMaster, ecs: &mut World, key: &str, pos: Spawn
|
|||
let potion_names = dm.potion_map.clone();
|
||||
let wand_names = dm.wand_map.clone();
|
||||
let identified_items = dm.identified_items.clone();
|
||||
let roll = ecs.write_resource::<RandomNumberGenerator>().roll_dice(1, 3);
|
||||
let roll = ecs.write_resource::<RandomNumberGenerator>().roll_dice(1, 6);
|
||||
std::mem::drop(dm);
|
||||
let mut eb = ecs.create_entity().marked::<SimpleMarker<SerializeMe>>();
|
||||
|
||||
|
|
@ -151,9 +158,17 @@ pub fn spawn_named_item(raws: &RawMaster, ecs: &mut World, key: &str, pos: Spawn
|
|||
if let Some(renderable) = &item_template.renderable {
|
||||
eb = eb.with(get_renderable_component(renderable));
|
||||
}
|
||||
|
||||
// BEATITUDE
|
||||
let mut buc = if let Some(buc_status) = buc {
|
||||
buc_status
|
||||
} else {
|
||||
match roll {
|
||||
1 => BUC::Cursed,
|
||||
2 => BUC::Blessed,
|
||||
_ => BUC::Uncursed,
|
||||
}
|
||||
};
|
||||
let mut weapon_type = -1;
|
||||
let mut buc = BUC::Uncursed;
|
||||
if let Some(flags) = &item_template.flags {
|
||||
for flag in flags.iter() {
|
||||
match flag.as_str() {
|
||||
|
|
@ -178,13 +193,6 @@ pub fn spawn_named_item(raws: &RawMaster, ecs: &mut World, key: &str, pos: Spawn
|
|||
}
|
||||
}
|
||||
}
|
||||
if buc == BUC::Uncursed {
|
||||
match roll {
|
||||
1 => buc = BUC::Cursed,
|
||||
2 => buc = BUC::Blessed,
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
eb = eb.with(Beatitude { buc, known: true });
|
||||
|
||||
let mut base_damage = "1d4";
|
||||
|
|
@ -535,7 +543,7 @@ pub fn spawn_named_mob(
|
|||
// Build entity, then check for anything they're wearing
|
||||
if let Some(wielding) = &mob_template.equipped {
|
||||
for tag in wielding.iter() {
|
||||
spawn_named_entity(raws, ecs, tag, SpawnType::Equipped { by: new_mob }, map_difficulty);
|
||||
spawn_named_entity(raws, ecs, tag, None, SpawnType::Equipped { by: new_mob }, map_difficulty);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -669,7 +677,7 @@ pub fn parse_dice_string(dice: &str) -> (i32, i32, i32) {
|
|||
static ref DICE_RE: Regex = Regex::new(r"(\d+)d(\d+)([\+\-]\d+)?").unwrap();
|
||||
}
|
||||
let mut n_dice = 1;
|
||||
let mut die_type = 4;
|
||||
let mut die_type = 1;
|
||||
let mut die_bonus = 0;
|
||||
for cap in DICE_RE.captures_iter(dice) {
|
||||
if let Some(group) = cap.get(1) {
|
||||
|
|
|
|||
|
|
@ -162,6 +162,7 @@ pub fn spawn_entity(ecs: &mut World, spawn: &(&usize, &String)) {
|
|||
&raws::RAWS.lock().unwrap(),
|
||||
ecs,
|
||||
&spawn.1,
|
||||
None,
|
||||
raws::SpawnType::AtPosition { x, y },
|
||||
map_difficulty,
|
||||
);
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue