mp regeneration
using nethack calcs as a placeholder for now
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c46e302274
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4118783597
6 changed files with 64 additions and 11 deletions
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@ -1,7 +1,9 @@
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use super::{
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ai::NORMAL_SPEED, random_table::RandomTable, raws, Clock, Energy, EquipmentChanged, Faction, HungerClock,
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HungerState, Map, Mind, Name, Player, Position, Rect, Renderable, SerializeMe, Skill, Skills, TileType, Viewshed,
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ai::NORMAL_SPEED, random_table::RandomTable, raws, Attribute, Attributes, Clock, Energy, EquipmentChanged, Faction,
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HungerClock, HungerState, Map, Mind, Name, Player, Pool, Pools, Position, Rect, Renderable, SerializeMe, Skill,
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Skills, TileType, Viewshed,
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};
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use crate::gamesystem::*;
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use rltk::{RandomNumberGenerator, RGB};
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use specs::prelude::*;
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use specs::saveload::{MarkedBuilder, SimpleMarker};
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@ -13,7 +15,7 @@ pub fn player(ecs: &mut World, player_x: i32, player_y: i32) -> Entity {
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skills.skills.insert(Skill::Melee, 0);
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skills.skills.insert(Skill::Defence, 0);
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skills.skills.insert(Skill::Magic, 0);
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let (int, con) = (10, 10);
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// We only create the player once, so create the Clock here for counting turns too.
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ecs.create_entity().with(Clock {}).with(Energy { current: 0, speed: NORMAL_SPEED }).build();
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let player = ecs
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@ -31,7 +33,8 @@ pub fn player(ecs: &mut World, player_x: i32, player_y: i32) -> Entity {
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.with(Viewshed { visible_tiles: Vec::new(), range: 12, dirty: true })
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.with(Name { name: "you".to_string(), plural: "you".to_string() })
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.with(HungerClock { state: HungerState::Satiated, duration: 1200 })
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/*.with(Attributes {
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.with(Attributes {
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// These are overwritten with chargen later -- placeholders.
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strength: Attribute { base: 10, modifiers: 0, bonus: 0 },
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dexterity: Attribute { base: 10, modifiers: 0, bonus: 0 },
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constitution: Attribute { base: 10, modifiers: 0, bonus: 0 },
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@ -40,14 +43,15 @@ pub fn player(ecs: &mut World, player_x: i32, player_y: i32) -> Entity {
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charisma: Attribute { base: 10, modifiers: 0, bonus: 0 },
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})
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.with(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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// These are overwritten with chargen later -- placeholders.
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hit_points: Pool { current: 8 + attr_bonus(con), max: 8 + attr_bonus(con) },
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mana: Pool { current: 1 + attr_bonus(int), max: 1 + 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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.with(EquipmentChanged {})
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.with(skills)
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.with(Energy { current: 0, speed: NORMAL_SPEED })
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