cleans up spawning, rolling for items/mobs/traps separately

This commit is contained in:
Llywelwyn 2023-07-30 14:16:57 +01:00
parent eff49f4528
commit 475f96d4e6
8 changed files with 169 additions and 74 deletions

View file

@ -1,6 +1,6 @@
use super::{
gamelog, Attributes, Equipped, GrantsXP, InBackpack, Item, Map, Name, ParticleBuilder, Player, Pools, Position,
RunState, SufferDamage,
gamelog, Attributes, Equipped, GrantsXP, InBackpack, Item, LootTable, Map, Name, ParticleBuilder, Player, Pools,
Position, RunState, SufferDamage,
};
use crate::gamesystem::{mana_per_level, player_hp_per_level};
use rltk::prelude::*;
@ -155,7 +155,16 @@ pub fn delete_the_dead(ecs: &mut World) {
}
}
}
let items_to_delete = drop_some_held_items_and_return_the_rest(ecs, &dead);
let (items_to_delete, loot_to_spawn) = handle_dead_entity_items(ecs, &dead);
for loot in loot_to_spawn {
crate::raws::spawn_named_entity(
&crate::raws::RAWS.lock().unwrap(),
ecs,
&loot.0,
crate::raws::SpawnType::AtPosition { x: loot.1.x, y: loot.1.y },
0,
);
}
for item in items_to_delete {
ecs.delete_entity(item).expect("Unable to delete item.");
}
@ -166,19 +175,21 @@ pub fn delete_the_dead(ecs: &mut World) {
}
}
fn drop_some_held_items_and_return_the_rest(ecs: &mut World, dead: &Vec<Entity>) -> Vec<Entity> {
fn handle_dead_entity_items(ecs: &mut World, dead: &Vec<Entity>) -> (Vec<Entity>, Vec<(String, Position)>) {
let mut to_drop: Vec<(Entity, Position)> = Vec::new();
let mut to_spawn: Vec<(String, Position)> = Vec::new();
let entities = ecs.entities();
let mut equipped = ecs.write_storage::<Equipped>();
let mut carried = ecs.write_storage::<InBackpack>();
let mut positions = ecs.write_storage::<Position>();
let loot_tables = ecs.read_storage::<LootTable>();
let mut rng = ecs.write_resource::<RandomNumberGenerator>();
// Make list of every item in every dead thing's inv/equip
for victim in dead.iter() {
let pos = positions.get(*victim);
for (entity, equipped) in (&entities, &equipped).join() {
if equipped.owner == *victim {
// Push equipped item entities and positions
let pos = positions.get(*victim);
if let Some(pos) = pos {
to_drop.push((entity, pos.clone()));
}
@ -187,12 +198,23 @@ fn drop_some_held_items_and_return_the_rest(ecs: &mut World, dead: &Vec<Entity>)
for (entity, backpack) in (&entities, &carried).join() {
if backpack.owner == *victim {
// Push backpack item entities and positions
let pos = positions.get(*victim);
if let Some(pos) = pos {
to_drop.push((entity, pos.clone()));
}
}
}
if let Some(table) = loot_tables.get(*victim) {
let roll: f32 = rng.rand();
if roll < table.chance {
let potential_drop =
crate::raws::roll_on_loot_table(&crate::raws::RAWS.lock().unwrap(), &mut rng, &table.table);
if let Some(id) = potential_drop {
if let Some(pos) = pos {
to_spawn.push((id, pos.clone()));
}
}
}
}
}
const DROP_ONE_IN_THIS_MANY_TIMES: i32 = 6;
let mut to_return: Vec<Entity> = Vec::new();
@ -205,5 +227,5 @@ fn drop_some_held_items_and_return_the_rest(ecs: &mut World, dead: &Vec<Entity>)
to_return.push(drop.0);
}
}
return to_return;
return (to_return, to_spawn);
}