initial: character creation
This commit is contained in:
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454a8c7028
commit
40f9d117f3
8 changed files with 359 additions and 73 deletions
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@ -137,6 +137,33 @@
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"flags": ["EQUIP_MELEE", "STRENGTH"],
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"effects": { "base_damage": "1d6" }
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},
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{
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"id": "equip_pitchfork",
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"name": { "name": "pitchfork", "plural": "pitchforks" },
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"renderable": { "glyph": ")", "fg": "#C0C0C0", "bg": "#000000", "order": 2 },
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"weight": 2,
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"value": 5,
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"flags": ["EQUIP_MELEE", "FINESSE"],
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"effects": { "base_damage": "1d6" }
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},
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{
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"id": "equip_sickle",
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"name": { "name": "sickle", "plural": "sickles" },
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"renderable": { "glyph": ")", "fg": "#C0C0C0", "bg": "#000000", "order": 2 },
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"weight": 2,
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"value": 5,
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"flags": ["EQUIP_MELEE", "FINESSE"],
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"effects": { "base_damage": "1d6" }
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},
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{
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"id": "equip_handaxe",
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"name": { "name": "handaxe", "plural": "handaxes" },
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"renderable": { "glyph": ")", "fg": "#C0C0C0", "bg": "#000000", "order": 2 },
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"weight": 2,
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"value": 5,
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"flags": ["EQUIP_MELEE", "FINESSE"],
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"effects": { "base_damage": "1d6" }
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},
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{
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"id": "equip_longsword",
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"name": { "name": "longsword", "plural": "longswords" },
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@ -25,6 +25,14 @@
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{ "id": "equip_feet_iron", "weight": 2, "difficulty": 4}
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]
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},
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{
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"id": "villager_equipment",
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"table": [
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{ "id": "equip_pitchfork", "weight": 1, "difficulty": 1},
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{ "id": "equip_sickle", "weight": 1, "difficulty": 1},
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{ "id": "equip_handaxe", "weight": 1, "difficulty": 1}
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]
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},
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{
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"id": "potions",
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"table": [
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@ -2,19 +2,16 @@ use super::{
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triggers::{BLESSED, UNCURSED},
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EffectSpawner, EffectType,
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};
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use crate::{HungerClock, HungerState};
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use crate::HungerClock;
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use specs::prelude::*;
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const SATIATED_DURATION: i32 = 200;
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pub fn restore_food(ecs: &mut World, effect: &EffectSpawner, target: Entity) {
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let buc = if let EffectType::RestoreNutrition { buc } = effect.effect_type { buc } else { UNCURSED };
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if let Some(hc) = ecs.write_storage::<HungerClock>().get_mut(target) {
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if buc == BLESSED || buc == UNCURSED {
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hc.state = HungerState::Satiated;
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hc.duration = SATIATED_DURATION;
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hc.duration += 400;
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} else {
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hc.duration = 0;
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hc.duration += 200;
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}
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}
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}
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@ -1,4 +1,6 @@
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use super::{Skill, Skills};
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use crate::gui::Classes;
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use rltk::prelude::*;
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/// Returns the attribute bonus for a given attribute score, where every 2 points above
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/// or below 10 is an additional +1 or -1.
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@ -71,3 +73,38 @@ pub fn roll_4d6(rng: &mut rltk::RandomNumberGenerator) -> i32 {
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return roll;
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}
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/// Handles stat distribution for a player character.
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pub fn get_attribute_rolls(rng: &mut RandomNumberGenerator, class: Classes) -> (i32, i32, i32, i32, i32, i32) {
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let (mut str, mut dex, mut con, mut int, mut wis, mut cha) = match class {
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Classes::Fighter => (10, 10, 10, 10, 10, 10),
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Classes::Wizard => (10, 10, 10, 10, 10, 10),
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Classes::Villager => (10, 10, 10, 10, 10, 10),
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};
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let remaining_points = 75 - (str + dex + con + int + wis + cha);
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let improve_chance: [i32; 6] = match class {
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Classes::Fighter => [30, 20, 30, 6, 7, 7],
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Classes::Wizard => [10, 20, 20, 30, 10, 10],
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Classes::Villager => [15, 15, 40, 10, 10, 10],
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};
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let improve_table = crate::random_table::RandomTable::new()
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.add("Strength", improve_chance[0])
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.add("Dexterity", improve_chance[1])
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.add("Constitution", improve_chance[2])
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.add("Intelligence", improve_chance[3])
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.add("Wisdom", improve_chance[4])
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.add("Charisma", improve_chance[5]);
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for _i in 0..remaining_points {
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let roll = improve_table.roll(rng);
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match roll.as_str() {
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"Strength" => str += 1,
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"Dexterity" => dex += 1,
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"Constitution" => con += 1,
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"Intelligence" => int += 1,
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"Wisdom" => wis += 1,
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"Charisma" => cha += 1,
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_ => {}
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}
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}
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return (str, dex, con, int, wis, cha);
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}
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@ -1,17 +1,34 @@
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use super::{
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ai::CARRY_CAPACITY_PER_STRENGTH, camera, gamelog, gamesystem, hunger_system::get_hunger_colour,
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hunger_system::get_hunger_state, rex_assets::RexAssets, ArmourClassBonus, Attributes, Burden, Charges, Equipped,
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Hidden, HungerClock, HungerState, InBackpack, MagicItem, MagicItemClass, Map, MasterDungeonMap, Name,
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ObfuscatedName, Player, Point, Pools, Position, Prop, Renderable, RunState, Skill, Skills, State, Viewshed,
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rex_assets::RexAssets, ArmourClassBonus, Attributes, Burden, Charges, Equipped, Hidden, HungerClock, HungerState,
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InBackpack, MagicItem, MagicItemClass, Map, MasterDungeonMap, Name, ObfuscatedName, Player, Point, Pools, Position,
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Prop, Renderable, RunState, Skill, Skills, State, Viewshed,
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};
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use rltk::prelude::*;
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use specs::prelude::*;
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use std::collections::BTreeMap;
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mod cheat_menu;
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mod letter_to_option;
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mod race_selection;
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pub use race_selection::*;
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mod tooltip;
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pub use cheat_menu::*;
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/// Gives a popup box with a message and a title, and waits for a keypress.
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#[allow(unused)]
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pub fn yes_no(ctx: &mut Rltk, question: String) -> Option<bool> {
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ctx.print_color_centered(15, RGB::named(rltk::YELLOW), RGB::named(rltk::BLACK), question);
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ctx.print_color_centered(17, RGB::named(rltk::CYAN), RGB::named(rltk::BLACK), "(y)es or (n)o");
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match ctx.key {
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None => None,
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Some(key) => match key {
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VirtualKeyCode::Y => Some(true),
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VirtualKeyCode::N => Some(false),
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_ => None,
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},
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}
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}
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pub fn draw_lerping_bar(
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ctx: &mut Rltk,
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sx: i32,
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229
src/gui/race_selection.rs
Normal file
229
src/gui/race_selection.rs
Normal file
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@ -0,0 +1,229 @@
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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, Pool, Skill, Skills, Telepath};
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use rltk::prelude::*;
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use specs::prelude::*;
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use std::collections::HashMap;
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#[derive(PartialEq, Copy, Clone)]
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pub enum Races {
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NULL,
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Human,
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Dwarf,
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Elf,
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}
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#[derive(PartialEq, Copy, Clone)]
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pub enum Classes {
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Fighter,
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Wizard,
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Villager,
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}
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#[derive(PartialEq, Copy, Clone)]
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pub enum CharCreateResult {
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NoSelection { race: Races, class: Classes },
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Selected { race: Races, class: Classes },
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}
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/// Handles the player character creation screen.
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pub fn character_creation(gs: &mut State, ctx: &mut Rltk) -> CharCreateResult {
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let runstate = gs.ecs.fetch::<RunState>();
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let mut x = 2;
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let mut y = 11;
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let column_width = 20;
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ctx.print_color(x, y, RGB::named(rltk::WHITE), RGB::named(rltk::BLACK), "Who are you? [Aa-Zz]");
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y += 2;
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if let RunState::CharacterCreation { race, class } = *runstate {
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let selected_fg = RGB::named(GREEN);
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let unselected_fg = RGB::named(WHITE);
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let mut fg;
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let bg = RGB::named(BLACK);
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// Races
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if race == Races::Human {
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fg = selected_fg;
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} else {
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fg = unselected_fg;
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}
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ctx.print_color(x, y, fg, bg, "h. Human");
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if race == Races::Elf {
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fg = selected_fg;
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} else {
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fg = unselected_fg;
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}
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ctx.print_color(x, y + 1, fg, bg, "e. Elf");
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if race == Races::Dwarf {
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fg = selected_fg;
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} else {
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fg = unselected_fg;
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}
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ctx.print_color(x, y + 2, fg, bg, "d. Dwarf");
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// Classes
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x += column_width;
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if class == Classes::Fighter {
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fg = selected_fg;
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} else {
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fg = unselected_fg;
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}
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ctx.print_color(x, y, fg, bg, "f. Fighter");
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if class == Classes::Wizard {
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fg = selected_fg;
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} else {
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fg = unselected_fg;
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}
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ctx.print_color(x, y + 1, fg, bg, "w. Wizard");
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if class == Classes::Villager {
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fg = selected_fg;
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} else {
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fg = unselected_fg;
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}
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ctx.print_color(x, y + 2, fg, bg, "v. Villager");
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match ctx.key {
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None => return CharCreateResult::NoSelection { race, class },
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Some(key) => match key {
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VirtualKeyCode::Escape => return CharCreateResult::Selected { race: Races::NULL, class },
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VirtualKeyCode::Return => return CharCreateResult::Selected { race, class },
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VirtualKeyCode::H => return CharCreateResult::NoSelection { race: Races::Human, class },
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VirtualKeyCode::E => return CharCreateResult::NoSelection { race: Races::Elf, class },
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VirtualKeyCode::D => return CharCreateResult::NoSelection { race: Races::Dwarf, class },
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VirtualKeyCode::F => return CharCreateResult::NoSelection { race, class: Classes::Fighter },
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VirtualKeyCode::W => return CharCreateResult::NoSelection { race, class: Classes::Wizard },
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VirtualKeyCode::V => return CharCreateResult::NoSelection { race, class: Classes::Villager },
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_ => return CharCreateResult::NoSelection { race, class },
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},
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}
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}
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return CharCreateResult::NoSelection { race: Races::Human, class: Classes::Fighter };
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}
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/// Handles player race setup.
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pub fn setup_player_race(ecs: &mut World, race: Races) {
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let player = ecs.fetch::<Entity>();
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let mut renderables = ecs.write_storage::<Renderable>();
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// SKILLS
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let mut skills = ecs.write_storage::<Skills>();
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let player_skills = if let Some(skills) = skills.get_mut(*player) {
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skills
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} else {
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skills.insert(*player, Skills { skills: HashMap::new() }).expect("Unable to insert skills component");
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skills.get_mut(*player).unwrap()
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};
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match race {
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Races::Human => {}
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Races::Dwarf => {
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renderables
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.insert(
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*player,
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Renderable {
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glyph: rltk::to_cp437('h'),
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fg: RGB::named(rltk::RED),
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bg: RGB::named(rltk::BLACK),
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render_order: 0,
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},
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)
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.expect("Unable to insert renderable component");
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*player_skills.skills.entry(Skill::Defence).or_insert(0) += 1;
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}
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Races::Elf => {
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renderables
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.insert(
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*player,
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Renderable {
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glyph: rltk::to_cp437('@'),
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fg: RGB::named(rltk::GREEN),
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bg: RGB::named(rltk::BLACK),
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render_order: 0,
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},
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)
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.expect("Unable to insert renderable component");
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let mut telepaths = ecs.write_storage::<Telepath>();
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telepaths
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.insert(*player, Telepath { telepath_tiles: Vec::new(), range: 6, dirty: true })
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.expect("Unable to insert telepath component");
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let mut speeds = ecs.write_storage::<Energy>();
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speeds
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.insert(*player, Energy { current: 0, speed: NORMAL_SPEED + 1 })
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.expect("Unable to insert energy component");
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}
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_ => {}
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}
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}
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/// Handles player class setup
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pub fn setup_player_class(ecs: &mut World, class: Classes) {
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let player = *ecs.fetch::<Entity>();
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// ATTRIBUTES
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{
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let mut rng = ecs.write_resource::<RandomNumberGenerator>();
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let mut attributes = ecs.write_storage::<Attributes>();
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let (str, dex, con, int, wis, cha) = get_attribute_rolls(&mut rng, class);
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attributes
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.insert(
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player,
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Attributes {
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strength: Attribute { base: str, modifiers: 0, bonus: attr_bonus(str) },
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dexterity: Attribute { base: dex, modifiers: 0, bonus: attr_bonus(dex) },
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constitution: Attribute { base: con, modifiers: 0, bonus: attr_bonus(con) },
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intelligence: Attribute { base: int, modifiers: 0, bonus: attr_bonus(int) },
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wisdom: Attribute { base: wis, modifiers: 0, bonus: attr_bonus(wis) },
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charisma: Attribute { base: cha, modifiers: 0, bonus: attr_bonus(cha) },
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},
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)
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.expect("Unable to insert attributes component");
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let mut pools = ecs.write_storage::<Pools>();
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pools
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.insert(
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player,
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Pools {
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hit_points: Pool { current: 10 + attr_bonus(con), max: 10 + attr_bonus(con) },
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mana: Pool { current: 2 + attr_bonus(int), max: 2 + attr_bonus(int) },
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xp: 0,
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level: 1,
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bac: 10,
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weight: 0.0,
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god: false,
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},
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)
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.expect("Unable to insert pools component");
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}
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// TODO: use seeded RNG here
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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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}
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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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}
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}
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fn get_starting_inventory(class: Classes, rng: &mut RandomNumberGenerator) -> (Vec<String>, Vec<String>) {
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let mut equipped: Vec<String> = Vec::new();
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let mut carried: Vec<String> = Vec::new();
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match class {
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Classes::Fighter => {
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equipped = vec![
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"equip_shortsword".to_string(),
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"equip_body_ringmail".to_string(),
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"equip_mediumshield".to_string(),
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];
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carried = vec!["food_rations".to_string()];
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}
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Classes::Wizard => {
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equipped = vec!["equip_dagger".to_string(), "equip_back_protection".to_string()];
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}
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Classes::Villager => {
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let rolled_weapon = raws::table_by_name(&raws::RAWS.lock().unwrap(), "villager_equipment", 1).roll(rng);
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equipped.push(rolled_weapon);
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carried = vec!["food_rations".to_string(), "food_apple".to_string(), "food_apple".to_string()];
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}
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}
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return (equipped, carried);
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}
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27
src/main.rs
27
src/main.rs
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@ -41,7 +41,7 @@ extern crate lazy_static;
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//Consts
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pub const SHOW_MAPGEN: bool = false;
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pub const LOG_SPAWNING: bool = true;
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pub const LOG_TICKS: bool = false;
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pub const LOG_TICKS: bool = true;
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#[derive(PartialEq, Copy, Clone)]
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pub enum RunState {
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@ -55,6 +55,7 @@ pub enum RunState {
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ShowTargeting { range: i32, item: Entity, aoe: i32 },
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ActionWithDirection { function: fn(i: i32, j: i32, ecs: &mut World) -> RunState },
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MainMenu { menu_selection: gui::MainMenuSelection },
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CharacterCreation { race: gui::Races, class: gui::Classes },
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SaveGame,
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GameOver,
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NextLevel,
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@ -209,6 +210,7 @@ impl GameState for State {
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match new_runstate {
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RunState::MainMenu { .. } => {}
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RunState::CharacterCreation { .. } => {}
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_ => {
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// Draw map and ui
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camera::render_camera(&self.ecs, ctx);
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@ -380,7 +382,10 @@ impl GameState for State {
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new_runstate = RunState::MainMenu { menu_selection: selected }
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}
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gui::MainMenuResult::Selected { selected } => match selected {
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gui::MainMenuSelection::NewGame => new_runstate = RunState::PreRun,
|
||||
gui::MainMenuSelection::NewGame => {
|
||||
new_runstate =
|
||||
RunState::CharacterCreation { race: gui::Races::Human, class: gui::Classes::Fighter }
|
||||
}
|
||||
gui::MainMenuSelection::LoadGame => {
|
||||
saveload_system::load_game(&mut self.ecs);
|
||||
new_runstate = RunState::AwaitingInput;
|
||||
|
|
@ -392,6 +397,23 @@ impl GameState for State {
|
|||
},
|
||||
}
|
||||
}
|
||||
RunState::CharacterCreation { .. } => {
|
||||
let result = gui::character_creation(self, ctx);
|
||||
match result {
|
||||
gui::CharCreateResult::NoSelection { race, class } => {
|
||||
new_runstate = RunState::CharacterCreation { race, class }
|
||||
}
|
||||
gui::CharCreateResult::Selected { race, class } => {
|
||||
if race == gui::Races::NULL {
|
||||
new_runstate = RunState::MainMenu { menu_selection: gui::MainMenuSelection::NewGame };
|
||||
} else {
|
||||
gui::setup_player_race(&mut self.ecs, race);
|
||||
gui::setup_player_class(&mut self.ecs, class);
|
||||
new_runstate = RunState::PreRun;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
RunState::SaveGame => {
|
||||
saveload_system::save_game(&mut self.ecs);
|
||||
new_runstate = RunState::MainMenu { menu_selection: gui::MainMenuSelection::LoadGame };
|
||||
|
|
@ -596,6 +618,7 @@ fn main() -> rltk::BError {
|
|||
gs.ecs.insert(map::MasterDungeonMap::new()); // Master map list
|
||||
gs.ecs.insert(Map::new(1, 64, 64, 0, "New Map")); // Map
|
||||
gs.ecs.insert(Point::new(0, 0)); // Player pos
|
||||
gs.ecs.insert(gui::Races::Dwarf); // Race
|
||||
let player_entity = spawner::player(&mut gs.ecs, 0, 0);
|
||||
gs.ecs.insert(player_entity); // Player entity
|
||||
gs.ecs.insert(RunState::MapGeneration {}); // RunState
|
||||
|
|
|
|||
|
|
@ -1,7 +1,6 @@
|
|||
use super::{
|
||||
ai::NORMAL_SPEED, gamesystem, gamesystem::attr_bonus, random_table::RandomTable, raws, Attribute, Attributes,
|
||||
Clock, Energy, EquipmentChanged, Faction, HungerClock, HungerState, Map, Name, Player, Pool, Pools, Position, Rect,
|
||||
Renderable, SerializeMe, Skill, Skills, TileType, Viewshed,
|
||||
ai::NORMAL_SPEED, random_table::RandomTable, raws, Clock, Energy, EquipmentChanged, Faction, HungerClock,
|
||||
HungerState, Map, Name, Player, Position, Rect, Renderable, SerializeMe, Skill, Skills, TileType, Viewshed,
|
||||
};
|
||||
use rltk::{RandomNumberGenerator, RGB};
|
||||
use specs::prelude::*;
|
||||
|
|
@ -15,15 +14,6 @@ pub fn player(ecs: &mut World, player_x: i32, player_y: i32) -> Entity {
|
|||
skills.skills.insert(Skill::Defence, 0);
|
||||
skills.skills.insert(Skill::Magic, 0);
|
||||
|
||||
let mut rng = ecs.write_resource::<rltk::RandomNumberGenerator>();
|
||||
let str = gamesystem::roll_4d6(&mut rng);
|
||||
let dex = gamesystem::roll_4d6(&mut rng);
|
||||
let con = gamesystem::roll_4d6(&mut rng);
|
||||
let int = gamesystem::roll_4d6(&mut rng);
|
||||
let wis = gamesystem::roll_4d6(&mut rng);
|
||||
let cha = gamesystem::roll_4d6(&mut rng);
|
||||
std::mem::drop(rng);
|
||||
|
||||
// We only create the player once, so create the Clock here for counting turns too.
|
||||
ecs.create_entity().with(Clock {}).with(Energy { current: 0, speed: NORMAL_SPEED }).build();
|
||||
let player = ecs
|
||||
|
|
@ -40,13 +30,13 @@ pub fn player(ecs: &mut World, player_x: i32, player_y: i32) -> Entity {
|
|||
.with(Viewshed { visible_tiles: Vec::new(), range: 12, dirty: true })
|
||||
.with(Name { name: "you".to_string(), plural: "you".to_string() })
|
||||
.with(HungerClock { state: HungerState::Satiated, duration: 1200 })
|
||||
.with(Attributes {
|
||||
strength: Attribute { base: str, modifiers: 0, bonus: attr_bonus(str) },
|
||||
dexterity: Attribute { base: dex, modifiers: 0, bonus: attr_bonus(dex) },
|
||||
constitution: Attribute { base: con, modifiers: 0, bonus: attr_bonus(con) },
|
||||
intelligence: Attribute { base: int, modifiers: 0, bonus: attr_bonus(int) },
|
||||
wisdom: Attribute { base: wis, modifiers: 0, bonus: attr_bonus(wis) },
|
||||
charisma: Attribute { base: cha, modifiers: 0, bonus: attr_bonus(cha) },
|
||||
/*.with(Attributes {
|
||||
strength: Attribute { base: 10, modifiers: 0, bonus: 0 },
|
||||
dexterity: Attribute { base: 10, modifiers: 0, bonus: 0 },
|
||||
constitution: Attribute { base: 10, modifiers: 0, bonus: 0 },
|
||||
intelligence: Attribute { base: 10, modifiers: 0, bonus: 0 },
|
||||
wisdom: Attribute { base: 10, modifiers: 0, bonus: 0 },
|
||||
charisma: Attribute { base: 10, modifiers: 0, bonus: 0 },
|
||||
})
|
||||
.with(Pools {
|
||||
hit_points: Pool { current: 10 + attr_bonus(con), max: 10 + attr_bonus(con) },
|
||||
|
|
@ -56,20 +46,13 @@ pub fn player(ecs: &mut World, player_x: i32, player_y: i32) -> Entity {
|
|||
bac: 10,
|
||||
weight: 0.0,
|
||||
god: false,
|
||||
})
|
||||
})*/
|
||||
.with(EquipmentChanged {})
|
||||
.with(skills)
|
||||
.with(Energy { current: 0, speed: NORMAL_SPEED })
|
||||
.marked::<SimpleMarker<SerializeMe>>()
|
||||
.build();
|
||||
|
||||
raws::spawn_named_entity(
|
||||
&raws::RAWS.lock().unwrap(),
|
||||
ecs,
|
||||
"equip_dagger",
|
||||
raws::SpawnType::Equipped { by: player },
|
||||
0,
|
||||
);
|
||||
raws::spawn_named_entity(
|
||||
&raws::RAWS.lock().unwrap(),
|
||||
ecs,
|
||||
|
|
@ -77,41 +60,6 @@ pub fn player(ecs: &mut World, player_x: i32, player_y: i32) -> Entity {
|
|||
raws::SpawnType::Carried { by: player },
|
||||
0,
|
||||
);
|
||||
raws::spawn_named_entity(
|
||||
&raws::RAWS.lock().unwrap(),
|
||||
ecs,
|
||||
"food_apple",
|
||||
raws::SpawnType::Carried { by: player },
|
||||
0,
|
||||
);
|
||||
raws::spawn_named_entity(
|
||||
&raws::RAWS.lock().unwrap(),
|
||||
ecs,
|
||||
"food_apple",
|
||||
raws::SpawnType::Carried { by: player },
|
||||
0,
|
||||
);
|
||||
raws::spawn_named_entity(
|
||||
&raws::RAWS.lock().unwrap(),
|
||||
ecs,
|
||||
"scroll_mass_health",
|
||||
raws::SpawnType::Carried { by: player },
|
||||
0,
|
||||
);
|
||||
raws::spawn_named_entity(
|
||||
&raws::RAWS.lock().unwrap(),
|
||||
ecs,
|
||||
"wand_fireball",
|
||||
raws::SpawnType::Carried { by: player },
|
||||
0,
|
||||
);
|
||||
raws::spawn_named_entity(
|
||||
&raws::RAWS.lock().unwrap(),
|
||||
ecs,
|
||||
"wand_fireball",
|
||||
raws::SpawnType::Carried { by: player },
|
||||
0,
|
||||
);
|
||||
|
||||
return player;
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue