in-system name obfuscation (picking up, dropping items, etc.)

This commit is contained in:
Llywelwyn 2023-08-14 20:21:53 +01:00
parent 1319ed16e0
commit 80c34a72b5
5 changed files with 97 additions and 25 deletions

View file

@ -1,7 +1,7 @@
use super::{
gamelog, Attributes, BlocksTile, BlocksVisibility, Bystander, Door, EntityMoved, Hidden, HungerClock, HungerState,
Item, Map, Monster, Name, ParticleBuilder, Player, Pools, Position, Renderable, RunState, State, SufferDamage,
Telepath, TileType, Viewshed, WantsToMelee, WantsToPickupItem,
gamelog, gui::get_item_display_name, Attributes, BlocksTile, BlocksVisibility, Bystander, Door, EntityMoved,
Hidden, HungerClock, HungerState, Item, Map, Monster, Name, ParticleBuilder, Player, Pools, Position, Renderable,
RunState, State, SufferDamage, Telepath, TileType, Viewshed, WantsToMelee, WantsToPickupItem,
};
use rltk::{Point, RandomNumberGenerator, Rltk, VirtualKeyCode};
use specs::prelude::*;
@ -351,9 +351,9 @@ pub fn try_move_player(delta_x: i32, delta_y: i32, ecs: &mut World) -> bool {
for entity in map.tile_content[destination_idx].iter() {
if let Some(_hidden) = hidden.get(*entity) {
} else {
if let Some(name) = names.get(*entity) {
let item_name = &name.name;
item_names.push(item_name.to_string());
if let Some(_) = names.get(*entity) {
let item_name = get_item_display_name(ecs, *entity).0;
item_names.push(item_name);
some = true;
}
}