logs now print char-by-char, and have "perfect" wrapping
wraps will happen mid-word, but this is is intentional. hard wrapping doesn't look very good in my opinion this has deprecated descending message logs for now
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650afaf821
commit
a3ffb7d251
2 changed files with 63 additions and 45 deletions
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@ -110,6 +110,8 @@ impl<'a> System<'a> for ItemUseSystem {
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let mut used_item = true;
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let mut aoe_item = false;
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let mut logger = gamelog::Logger::new();
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let is_cursed = cursed_items.get(wants_to_use.item);
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let wand = wands.get_mut(wants_to_use.item);
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if let Some(wand) = wand {
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@ -120,10 +122,7 @@ impl<'a> System<'a> for ItemUseSystem {
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gamelog::Logger::new().append("The wand does nothing.").log();
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break;
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}
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gamelog::Logger::new()
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.colour(rltk::YELLOW)
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.append("You wrest one last charge from the worn-out wand.")
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.log();
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logger = logger.colour(rltk::YELLOW).append("You wrest one last charge from the worn-out wand.");
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consumables.insert(wants_to_use.item, Consumable {}).expect("Could not insert consumable");
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}
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verb = "zap";
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@ -144,11 +143,8 @@ impl<'a> System<'a> for ItemUseSystem {
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verb = "equip"
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}
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gamelog::Logger::new()
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.append(format!("You {} the", verb))
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.item_name_n(format!("{}", &item_being_used.name))
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.period()
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.log();
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logger =
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logger.append(format!("You {} the", verb)).item_name_n(format!("{}", &item_being_used.name)).period();
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// TARGETING
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let mut targets: Vec<Entity> = Vec::new();
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@ -182,7 +178,7 @@ impl<'a> System<'a> for ItemUseSystem {
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if let Some(pos) = pos {
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target = Point::new(pos.x, pos.y);
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}
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gamelog::Logger::new()
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logger = logger
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.append("The")
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.item_name(&item_being_used.name)
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.colour(rltk::WHITE)
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@ -244,11 +240,7 @@ impl<'a> System<'a> for ItemUseSystem {
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equipped.remove(*item);
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backpack.insert(*item, InBackpack { owner: target }).expect("Unable to insert backpack");
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if target == *player_entity {
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gamelog::Logger::new()
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.append("You remove your")
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.item_name_n(&item_being_used.name)
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.period()
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.log();
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logger = logger.append("You remove your").item_name_n(&item_being_used.name).period();
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}
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}
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@ -271,7 +263,7 @@ impl<'a> System<'a> for ItemUseSystem {
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stats.hit_points.current =
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i32::min(stats.hit_points.max, stats.hit_points.current + heal.amount);
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if entity == *player_entity {
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gamelog::Logger::new().append("Quaffing, you recover some vigour.").log();
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logger = logger.append("You recover some vigour.");
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}
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let pos = positions.get(entity);
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if let Some(pos) = pos {
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@ -282,6 +274,9 @@ impl<'a> System<'a> for ItemUseSystem {
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}
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}
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let mut damage_logger = gamelog::Logger::new();
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let mut needs_damage_log = false;
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// DAMAGING ITEM
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let item_damages = inflicts_damage.get(wants_to_use.item);
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match item_damages {
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@ -305,7 +300,7 @@ impl<'a> System<'a> for ItemUseSystem {
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None => {
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SufferDamage::new_damage(&mut suffer_damage, *mob, damage.amount);
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if entity == *player_entity {
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gamelog::Logger::new()
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damage_logger = damage_logger
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.append("The")
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.npc_name(&entity_name.name)
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.colour(rltk::WHITE)
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@ -314,17 +309,17 @@ impl<'a> System<'a> for ItemUseSystem {
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.colour(rltk::WHITE)
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.append("damage from the")
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.item_name_n(format!("{}", &item_being_used.name))
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.period()
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.log();
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.period();
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needs_damage_log = true;
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}
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}
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Some(_destructible) => {
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gamelog::Logger::new()
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damage_logger = damage_logger
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.append("The")
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.item_name(&entity_name.name)
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.colour(rltk::WHITE)
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.append("is destroyed!")
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.log();
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.append("is destroyed!");
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needs_damage_log = true;
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entities.delete(*mob).expect("Delete failed");
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}
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}
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@ -360,19 +355,14 @@ impl<'a> System<'a> for ItemUseSystem {
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used_item = true;
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match is_cursed {
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None => {
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gamelog::Logger::new()
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logger = logger
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.append("You feel")
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.colour(rltk::GREEN)
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.append("a sense of acuity towards your surroundings.")
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.log();
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.append("a sense of acuity towards your surroundings.");
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*runstate = RunState::MagicMapReveal { row: 0, cursed: false };
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}
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Some(_) => {
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gamelog::Logger::new()
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.append("You")
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.colour(rltk::RED)
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.append("forget where you last were.")
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.log();
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logger = logger.append("You").colour(rltk::RED).append("forget where you last were.");
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*runstate = RunState::MagicMapReveal { row: 0, cursed: true };
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}
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}
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@ -410,6 +400,11 @@ impl<'a> System<'a> for ItemUseSystem {
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}
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}
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}
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logger.log();
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if needs_damage_log {
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damage_logger.log();
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}
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}
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wants_to_use.clear();
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}
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