more interactions for the curse component
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parent
e8eaa69909
commit
491581c848
2 changed files with 41 additions and 16 deletions
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@ -1,6 +1,6 @@
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use super::{
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gamelog::GameLog, CombatStats, Confusion, Consumable, Cursed, Destructible, InBackpack, InflictsDamage,
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MagicMapper, Map, Name, ParticleBuilder, Position, ProvidesHealing, RunState, SufferDamage, WantsToDropItem,
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MagicMapper, Map, Name, ParticleBuilder, Point, Position, ProvidesHealing, RunState, SufferDamage, WantsToDropItem,
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WantsToPickupItem, WantsToUseItem, AOE, DEFAULT_PARTICLE_LIFETIME, LONG_PARTICLE_LIFETIME,
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};
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use specs::prelude::*;
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@ -89,13 +89,15 @@ impl<'a> System<'a> for ItemUseSystem {
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let is_cursed = cursed_items.get(wants_to_use.item);
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gamelog.entries.push(format!("You use the {}.", item_being_used.name));
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// TARGETING
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let mut targets: Vec<Entity> = Vec::new();
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match wants_to_use.target {
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None => {
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targets.push(*player_entity);
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}
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Some(target) => {
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Some(mut target) => {
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let area_effect = aoe.get(wants_to_use.item);
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match area_effect {
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None => {
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@ -106,6 +108,18 @@ impl<'a> System<'a> for ItemUseSystem {
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}
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}
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Some(area_effect) => {
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// If item with a targeted AOE is cursed, get the position
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// of the player and set them to be the new target.
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match is_cursed {
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None => {}
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Some(_) => {
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let pos = positions.get(*player_entity);
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if let Some(pos) = pos {
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target = Point::new(pos.x, pos.y);
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}
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gamelog.entries.push(format!("The {} disobeys!", item_being_used.name));
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}
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}
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// AOE
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aoe_item = true;
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let mut blast_tiles = rltk::field_of_view(target, area_effect.radius, &*map);
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@ -132,26 +146,14 @@ impl<'a> System<'a> for ItemUseSystem {
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// HEALING ITEM
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let item_heals = provides_healing.get(wants_to_use.item);
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match item_heals {
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None => {
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// This is here because the two are mutually exclusive as of now. Later,
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// if more items are added (AOE healing scroll?), this'll need to be
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// brought out of here.
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//
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// Ideally, replace it with something that picks the correct verb for
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// whatever the item is being used, probably tied to a component.
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// i.e. quaffs, uses, reads
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gamelog.entries.push(format!("You use the {}.", item_being_used.name));
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}
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None => {}
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Some(heal) => {
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for target in targets.iter() {
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let stats = combat_stats.get_mut(*target);
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if let Some(stats) = stats {
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stats.hp = i32::min(stats.max_hp, stats.hp + heal.amount);
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if entity == *player_entity {
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gamelog.entries.push(format!(
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"You quaff the {}, and heal {} hp.",
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item_being_used.name, heal.amount
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));
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gamelog.entries.push(format!("Quaffing, you heal {} hp.", heal.amount));
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}
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let pos = positions.get(entity);
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if let Some(pos) = pos {
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