atomising item use: ItemEquipSystem{} and remove system tweak

This commit is contained in:
Llywelwyn 2023-08-17 00:29:48 +01:00
parent e02fa27ae4
commit 55202b241b
6 changed files with 150 additions and 55 deletions

View file

@ -4,7 +4,7 @@ use super::{
Name, ObfuscatedName, Player, Point, Pools, Position, Prop, Renderable, RunState, Skill, Skills, State, Viewshed,
Wand,
};
use rltk::{Rltk, VirtualKeyCode, RGB};
use rltk::prelude::*;
use specs::prelude::*;
use std::collections::BTreeMap;
mod cheat_menu;
@ -472,6 +472,33 @@ pub fn get_item_colour(ecs: &World, item: Entity) -> RGB {
return RGB::named(rltk::WHITE);
}
pub fn item_colour_u8(
item: Entity,
names: &ReadStorage<Name>,
magic_items: &ReadStorage<MagicItem>,
dm: &MasterDungeonMap,
) -> (u8, u8, u8) {
if let Some(name) = names.get(item) {
if let Some(magic) = magic_items.get(item) {
if dm.identified_items.contains(&name.name) {
// If identified magic item, use rarity colour
match magic.class {
MagicItemClass::Common => return WHITE,
MagicItemClass::Uncommon => return GREEN,
MagicItemClass::Rare => return BLUE,
MagicItemClass::VeryRare => return PURPLE,
MagicItemClass::Legendary => return GOLD,
}
} else {
// Unidentified magic item
return GREY;
}
}
}
// If nonmagic, just use white
return WHITE;
}
pub fn show_help(ctx: &mut Rltk) -> YesNoResult {
let mut x = 3;
let mut y = 12;

View file

@ -0,0 +1,91 @@
use super::{
gamelog, EquipmentChanged, Equippable, Equipped, InBackpack, MagicItem, MasterDungeonMap, Name, ObfuscatedName,
WantsToUseItem,
};
use crate::gui::{item_colour_u8, obfuscate_name};
use specs::prelude::*;
pub struct ItemEquipSystem {}
impl<'a> System<'a> for ItemEquipSystem {
#[allow(clippy::type_complexity)]
type SystemData = (
ReadExpect<'a, Entity>,
Entities<'a>,
WriteStorage<'a, WantsToUseItem>,
ReadStorage<'a, Name>,
ReadStorage<'a, Equippable>,
WriteStorage<'a, Equipped>,
WriteStorage<'a, InBackpack>,
WriteStorage<'a, EquipmentChanged>,
ReadStorage<'a, MagicItem>,
ReadStorage<'a, ObfuscatedName>,
ReadExpect<'a, MasterDungeonMap>,
);
#[allow(clippy::cognitive_complexity)]
fn run(&mut self, data: Self::SystemData) {
let (
player_entity,
entities,
mut wants_to_use_item,
names,
equippable,
mut equipped,
mut backpack,
mut dirty,
magic_items,
obfuscated_names,
dm,
) = data;
let mut remove: Vec<Entity> = Vec::new();
// For every item with a target, if the item is equippable, find the correct slot.
for (target, wants_to_use_item) in (&entities, &wants_to_use_item).join() {
if let Some(can_equip) = equippable.get(wants_to_use_item.item) {
let target_slot = can_equip.slot;
let mut logger = gamelog::Logger::new();
// Remove any items target has in item's slot
let mut to_unequip: Vec<Entity> = Vec::new();
for (item_entity, already_equipped, _name) in (&entities, &equipped, &names).join() {
if already_equipped.owner == target && already_equipped.slot == target_slot {
to_unequip.push(item_entity);
}
}
for item in to_unequip.iter() {
equipped.remove(*item);
backpack.insert(*item, InBackpack { owner: target }).expect("Unable to insert backpack");
if target == *player_entity {
logger = logger
.append("You remove your")
.append_n(obfuscate_name(*item, &names, &magic_items, &obfuscated_names, &dm, None).0)
.colour(item_colour_u8(*item, &names, &magic_items, &dm))
.period();
}
}
// Wield the item
equipped
.insert(wants_to_use_item.item, Equipped { owner: target, slot: target_slot })
.expect("Unable to insert equipped component");
backpack.remove(wants_to_use_item.item);
if target == *player_entity {
logger = logger
.append("You equip the")
.append_n(
obfuscate_name(wants_to_use_item.item, &names, &magic_items, &obfuscated_names, &dm, None)
.0,
)
.colour(item_colour_u8(wants_to_use_item.item, &names, &magic_items, &dm))
.period();
logger.log();
}
remove.push(target);
}
}
remove.iter().for_each(|e| {
dirty.insert(*e, EquipmentChanged {}).expect("Unabble to insert EquipmentChanged");
wants_to_use_item.remove(*e).expect("Unable to remove *e");
})
}
}

View file

@ -8,11 +8,12 @@ use super::{
mod collection_system;
mod drop_system;
mod equip_system;
mod identification_system;
mod remove_system;
mod use_system;
pub use {
collection_system::ItemCollectionSystem, drop_system::ItemDropSystem,
collection_system::ItemCollectionSystem, drop_system::ItemDropSystem, equip_system::ItemEquipSystem,
identification_system::ItemIdentificationSystem, remove_system::ItemRemoveSystem, use_system::ItemUseSystem,
};

View file

@ -1,4 +1,5 @@
use super::{gamelog, Equipped, InBackpack, Name, WantsToRemoveItem};
use super::{gamelog, Equipped, InBackpack, MagicItem, MasterDungeonMap, Name, ObfuscatedName, WantsToRemoveItem};
use crate::gui::{item_colour_u8, obfuscate_name};
use specs::prelude::*;
pub struct ItemRemoveSystem {}
@ -12,16 +13,34 @@ impl<'a> System<'a> for ItemRemoveSystem {
WriteStorage<'a, WantsToRemoveItem>,
WriteStorage<'a, Equipped>,
WriteStorage<'a, InBackpack>,
ReadStorage<'a, MagicItem>,
ReadStorage<'a, ObfuscatedName>,
ReadExpect<'a, MasterDungeonMap>,
);
fn run(&mut self, data: Self::SystemData) {
let (entities, player_entity, names, mut wants_remove, mut equipped, mut backpack) = data;
let (
entities,
player_entity,
names,
mut wants_remove,
mut equipped,
mut backpack,
magic_items,
obfuscated_names,
dm,
) = data;
for (entity, to_remove) in (&entities, &wants_remove).join() {
equipped.remove(to_remove.item);
if let Some(name) = names.get(to_remove.item) {
if let Some(_) = names.get(to_remove.item) {
if entity == *player_entity {
gamelog::Logger::new().append("You unequip the").item_name_n(&name.name).period().log();
gamelog::Logger::new()
.append("You unequip the")
.append_n(obfuscate_name(to_remove.item, &names, &magic_items, &obfuscated_names, &dm, None).0)
.colour(item_colour_u8(to_remove.item, &names, &magic_items, &dm))
.period()
.log();
}
}
backpack.insert(to_remove.item, InBackpack { owner: entity }).expect("Unable to insert backpack");

View file

@ -1,16 +1,14 @@
use super::{
gamelog, Confusion, Consumable, Cursed, Destructible, Digger, EquipmentChanged, Equippable, Equipped, HungerClock,
HungerState, IdentifiedItem, InBackpack, InflictsDamage, MagicMapper, Map, Name, ParticleBuilder, Point, Pools,
Position, ProvidesHealing, ProvidesNutrition, RandomNumberGenerator, RunState, SufferDamage, TileType, Viewshed,
Wand, WantsToUseItem, AOE, DEFAULT_PARTICLE_LIFETIME, LONG_PARTICLE_LIFETIME,
gamelog, Confusion, Consumable, Cursed, Destructible, Digger, HungerClock, HungerState, IdentifiedItem,
InflictsDamage, MagicMapper, Map, Name, ParticleBuilder, Point, Pools, Position, ProvidesHealing,
ProvidesNutrition, RandomNumberGenerator, RunState, SufferDamage, TileType, Viewshed, Wand, WantsToUseItem, AOE,
DEFAULT_PARTICLE_LIFETIME, LONG_PARTICLE_LIFETIME,
};
use specs::prelude::*;
// Grouping together components because of type complexity issues - SystemData was too large.
// This is a temporary solution that'll be fixed once inventory use is refactored into separate
// systems.
type EquipComponents<'a> =
(ReadStorage<'a, Equippable>, WriteStorage<'a, Equipped>, WriteStorage<'a, EquipmentChanged>);
type NameComponents<'a> = (ReadStorage<'a, Name>, WriteStorage<'a, IdentifiedItem>);
pub struct ItemUseSystem {}
@ -40,8 +38,6 @@ impl<'a> System<'a> for ItemUseSystem {
WriteStorage<'a, Confusion>,
ReadStorage<'a, MagicMapper>,
WriteExpect<'a, RunState>,
EquipComponents<'a>,
WriteStorage<'a, InBackpack>,
WriteStorage<'a, Viewshed>,
);
@ -70,15 +66,10 @@ impl<'a> System<'a> for ItemUseSystem {
mut confused,
magic_mapper,
mut runstate,
(equippable, mut equipped, mut equipment_changed),
mut backpack,
mut viewsheds,
) = data;
for (entity, wants_to_use) in (&entities, &wants_to_use).join() {
// Could probably limit this insert only to if something is consumed/equipped/etc., but this is
// safer and items aren't used nearly frequently enough for this to cause performance issues.
equipment_changed.insert(entity, EquipmentChanged {}).expect("Unable to insert EquipmentChanged.");
let mut verb = "use";
let mut used_item = true;
let mut aoe_item = false;
@ -107,10 +98,6 @@ impl<'a> System<'a> for ItemUseSystem {
if let Some(_) = is_edible {
verb = "eat";
}
let item_equippable = equippable.get(wants_to_use.item);
if let Some(_) = item_equippable {
verb = "equip"
}
logger =
logger.append(format!("You {} the", verb)).item_name_n(format!("{}", &item_being_used.name)).period();
@ -187,38 +174,6 @@ impl<'a> System<'a> for ItemUseSystem {
}
}
// EQUIPMENT
match item_equippable {
None => {}
Some(can_equip) => {
let target_slot = can_equip.slot;
let target = targets[0];
// Remove any items target has in item's slot
let mut to_unequip: Vec<Entity> = Vec::new();
for (item_entity, already_equipped, _name) in (&entities, &equipped, &names).join() {
if already_equipped.owner == target && already_equipped.slot == target_slot {
to_unequip.push(item_entity);
}
}
for item in to_unequip.iter() {
equipped.remove(*item);
backpack.insert(*item, InBackpack { owner: target }).expect("Unable to insert backpack");
if target == *player_entity {
if let Some(name) = names.get(*item) {
logger = logger.append("You remove your").item_name_n(&name.name).period();
}
}
}
// Wield the item
equipped
.insert(wants_to_use.item, Equipped { owner: target, slot: target_slot })
.expect("Unable to insert equipped component");
backpack.remove(wants_to_use.item);
}
}
// HEALING ITEM
let item_heals = provides_healing.get(wants_to_use.item);
match item_heals {

View file

@ -99,6 +99,7 @@ impl State {
let mut melee_system = MeleeCombatSystem {};
let mut damage_system = DamageSystem {};
let mut inventory_system = inventory::ItemCollectionSystem {};
let mut item_equip_system = inventory::ItemEquipSystem {};
let mut item_use_system = inventory::ItemUseSystem {};
let mut item_drop_system = inventory::ItemDropSystem {};
let mut item_remove_system = inventory::ItemRemoveSystem {};
@ -116,6 +117,7 @@ impl State {
self.run_ai();
trigger_system.run_now(&self.ecs);
inventory_system.run_now(&self.ecs);
item_equip_system.run_now(&self.ecs);
item_use_system.run_now(&self.ecs);
item_drop_system.run_now(&self.ecs);
item_remove_system.run_now(&self.ecs);