ai refactor, mob spawns now take into account player level, small fixes

This commit is contained in:
Llywelwyn 2023-07-31 22:24:38 +01:00
parent c00418f7c8
commit 6cef899ef6
21 changed files with 301 additions and 148 deletions

View file

@ -21,6 +21,7 @@ impl<'a> System<'a> for TriggerSystem {
ReadStorage<'a, Name>,
WriteExpect<'a, ParticleBuilder>,
Entities<'a>,
WriteExpect<'a, rltk::RandomNumberGenerator>,
);
fn run(&mut self, data: Self::SystemData) {
@ -37,6 +38,7 @@ impl<'a> System<'a> for TriggerSystem {
names,
mut particle_builder,
entities,
mut rng,
) = data;
// Iterate entities that moved, and their final position
@ -60,7 +62,12 @@ impl<'a> System<'a> for TriggerSystem {
let damage = inflicts_damage.get(*entity_id);
if let Some(damage) = damage {
particle_builder.damage_taken(pos.x, pos.y);
SufferDamage::new_damage(&mut inflict_damage, entity, damage.amount, false);
SufferDamage::new_damage(
&mut inflict_damage,
entity,
rng.roll_dice(1, damage.amount),
false,
);
}
let confuses = confusion.get(*entity_id);