Mind component is now properly applied

Applied by default to all mobs, unless they have the MINDLESS flag
This commit is contained in:
Llywelwyn 2023-08-01 12:28:57 +01:00
parent c43408b8aa
commit 6f8f42d9fc
3 changed files with 9 additions and 5 deletions

View file

@ -131,8 +131,8 @@ impl State {
fn run_systems(&mut self) {
let mut mapindex = MapIndexingSystem {};
let mut vis = VisibilitySystem {};
let mut energy = ai::EnergySystem {};
let mut regen_system = ai::RegenSystem {};
let mut energy = ai::EnergySystem {};
let mut turn_status_system = ai::TurnStatusSystem {};
let mut quip_system = ai::QuipSystem {};
let mut mob = MonsterAI {};

View file

@ -215,19 +215,20 @@ pub fn spawn_named_mob(
let mut xp_value = 1;
// New entity with a position, name, combatstats, and viewshed
eb = ecs.create_entity().marked::<SimpleMarker<SerializeMe>>();
eb = spawn_position(pos, eb, key, raws);
eb = eb.with(Name { name: mob_template.name.clone(), plural: mob_template.name.clone() });
eb = eb.with(Viewshed { visible_tiles: Vec::new(), range: mob_template.vision_range, dirty: true });
if let Some(renderable) = &mob_template.renderable {
eb = eb.with(get_renderable_component(renderable));
}
let mut has_mind = true;
if let Some(flags) = &mob_template.flags {
for flag in flags.iter() {
match flag.as_str() {
"BLOCKS_TILE" => eb = eb.with(BlocksTile {}),
"BYSTANDER" => eb = eb.with(Bystander {}),
"MONSTER" => eb = eb.with(Monster {}),
"MINDLESS" => has_mind = false,
"SMALL_GROUP" => {} // These flags are for region spawning,
"LARGE_GROUP" => {} // and don't matter here (yet)?
"MULTIATTACK" => {
@ -238,6 +239,9 @@ pub fn spawn_named_mob(
}
}
}
if has_mind {
eb = eb.with(Mind {});
}
if let Some(quips) = &mob_template.quips {
eb = eb.with(Quips { available: quips.clone() });
}

View file

@ -1,7 +1,7 @@
use super::{
ai::NORMAL_SPEED, gamelog, gamesystem, gamesystem::attr_bonus, random_table::RandomTable, raws, Attribute,
Attributes, Clock, Energy, HungerClock, HungerState, Map, Name, Player, Pool, Pools, Position, Rect, Renderable,
SerializeMe, Skill, Skills, TileType, Viewshed,
ai::NORMAL_SPEED, gamesystem, gamesystem::attr_bonus, random_table::RandomTable, raws, Attribute, Attributes,
Clock, Energy, HungerClock, HungerState, Map, Name, Player, Pool, Pools, Position, Rect, Renderable, SerializeMe,
Skill, Skills, TileType, Viewshed,
};
use rltk::{RandomNumberGenerator, RGB};
use specs::prelude::*;