Speed with TURN_COST and slight randomisation to reduce predictability

This commit is contained in:
Llywelwyn 2023-07-31 05:07:41 +01:00
parent dce40ac741
commit aac6e0ad02
12 changed files with 200 additions and 145 deletions

View file

@ -1,15 +1,16 @@
use crate::{Energy, Position, RunState, TakingTurn};
use crate::{Clock, Energy, Position, RunState, TakingTurn};
use rltk::prelude::*;
use specs::prelude::*;
pub struct EnergySystem {}
const NORMAL_SPEED: i32 = 12;
pub const NORMAL_SPEED: i32 = 12;
const TURN_COST: i32 = NORMAL_SPEED * 4;
impl<'a> System<'a> for EnergySystem {
#[allow(clippy::type_complexity)]
type SystemData = (
ReadStorage<'a, Clock>,
WriteStorage<'a, Energy>,
ReadStorage<'a, Position>,
WriteStorage<'a, TakingTurn>,
@ -20,29 +21,70 @@ impl<'a> System<'a> for EnergySystem {
);
fn run(&mut self, data: Self::SystemData) {
let (mut energies, positions, mut turns, entities, mut rng, mut runstate, player) = data;
if *runstate != RunState::MonsterTurn {
let (clock, mut energies, positions, mut turns, entities, mut rng, mut runstate, player) = data;
// If not ticking, do nothing.
if *runstate != RunState::Ticking {
return;
}
for (_entity, _clock, energy) in (&entities, &clock, &mut energies).join() {
energy.current += NORMAL_SPEED;
if energy.current >= TURN_COST {
energy.current -= TURN_COST;
crate::gamelog::record_event("turns", 1);
}
}
// Clear TakingTurn{} from every entity.
turns.clear();
for (entity, energy, _pos) in (&entities, &mut energies, &positions).join() {
// Every entity has a POTENTIAL equal to their speed.
let mut energy_potential: i32 = energy.speed;
if entity == *player {
console::log(format!(
"TICK for Player with speed {}: [current energy: {}]",
energy.speed, energy.current
));
}
// Increment current energy by NORMAL_SPEED for every
// whole number of NORMAL_SPEEDS in their POTENTIAL.
while energy_potential >= NORMAL_SPEED {
energy_potential -= NORMAL_SPEED;
energy.current += NORMAL_SPEED;
if entity == *player {
console::log(format!(
"Gained 12 energy. [current: {}, potential: {}]",
energy.current, energy_potential
));
}
}
// Roll a NORMAL_SPEED-sided die. If less than their
// remaining POTENTIAL, increment current energy by
// NORMAL_SPEED.
// i.e. An entity with a speed of 3/4ths NORMAL_SPEED
// will gain NORMAL_SPEED energy in 75% of ticks.
if energy_potential > 0 {
if rng.roll_dice(1, NORMAL_SPEED) <= energy_potential {
energy.current += NORMAL_SPEED;
if entity == *player {
console::log(format!(
"Rolled for remainder! Gained 12 energy. [current energy: {}]",
energy.current
));
}
}
}
// TURN_COST is equal to 4 * NORMAL_SPEED. If the current entity
// has enough energy, they take a turn and decrement their energy
// by TURN_COST. If the current entity is the player, await input.
if energy.current >= TURN_COST {
turns.insert(entity, TakingTurn {}).expect("Unable to insert turn.");
energy.current -= TURN_COST;
if entity == *player {
if entity == *player {
console::log(format!(
"Player has >=TURN_COST energy, granting a turn. [remaining energy: {}]",
energy.current
));
}
*runstate = RunState::AwaitingInput;
}
}

View file

@ -1,2 +1,4 @@
mod energy_system;
pub use energy_system::EnergySystem;
pub use energy_system::{EnergySystem, NORMAL_SPEED};
mod turn_status;
pub use turn_status::TurnStatusSystem;

45
src/ai/turn_status.rs Normal file
View file

@ -0,0 +1,45 @@
use crate::{gamelog, Confusion, Name, ParticleBuilder, Position, RunState, TakingTurn};
use rltk::prelude::*;
use specs::prelude::*;
pub struct TurnStatusSystem {}
impl<'a> System<'a> for TurnStatusSystem {
#[allow(clippy::type_complexity)]
type SystemData = (
WriteStorage<'a, TakingTurn>,
WriteStorage<'a, Confusion>,
Entities<'a>,
ReadExpect<'a, RunState>,
ReadStorage<'a, Name>,
ReadStorage<'a, Position>,
WriteExpect<'a, ParticleBuilder>,
);
fn run(&mut self, data: Self::SystemData) {
let (mut turns, mut confusion, entities, runstate, names, positions, mut particle_builder) = data;
if *runstate != RunState::Ticking {
return;
}
let mut remove_turn: Vec<Entity> = Vec::new();
let mut remove_confusion: Vec<Entity> = Vec::new();
for (entity, _turn, confused, name, pos) in (&entities, &mut turns, &mut confusion, &names, &positions).join() {
confused.turns -= 1;
if confused.turns < 1 {
remove_confusion.push(entity);
gamelog::Logger::new().npc_name(&name.name).colour(WHITE).append("snaps out of it.").log();
particle_builder.request(pos.x, pos.y, RGB::named(LIGHT_BLUE), RGB::named(BLACK), to_cp437('!'), 200.0);
} else {
remove_turn.push(entity);
gamelog::Logger::new().npc_name(&name.name).colour(WHITE).append("is confused.").log();
particle_builder.request(pos.x, pos.y, RGB::named(MAGENTA), RGB::named(BLACK), to_cp437('?'), 200.0);
}
}
for e in remove_turn {
turns.remove(e);
}
for e in remove_confusion {
confusion.remove(e);
}
}
}