ai refactor, mob spawns now take into account player level, small fixes
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c00418f7c8
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6cef899ef6
21 changed files with 301 additions and 148 deletions
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@ -21,6 +21,7 @@ impl<'a> System<'a> for TriggerSystem {
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ReadStorage<'a, Name>,
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WriteExpect<'a, ParticleBuilder>,
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Entities<'a>,
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WriteExpect<'a, rltk::RandomNumberGenerator>,
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);
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fn run(&mut self, data: Self::SystemData) {
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@ -37,6 +38,7 @@ impl<'a> System<'a> for TriggerSystem {
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names,
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mut particle_builder,
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entities,
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mut rng,
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) = data;
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// Iterate entities that moved, and their final position
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@ -60,7 +62,12 @@ impl<'a> System<'a> for TriggerSystem {
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let damage = inflicts_damage.get(*entity_id);
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if let Some(damage) = damage {
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particle_builder.damage_taken(pos.x, pos.y);
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SufferDamage::new_damage(&mut inflict_damage, entity, damage.amount, false);
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SufferDamage::new_damage(
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&mut inflict_damage,
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entity,
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rng.roll_dice(1, damage.amount),
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false,
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);
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}
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let confuses = confusion.get(*entity_id);
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