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

@ -1,40 +1,19 @@
use super::{gamelog, HungerClock, HungerState, RunState, SufferDamage};
use super::{gamelog, HungerClock, HungerState, SufferDamage};
use specs::prelude::*;
pub struct HungerSystem {}
impl<'a> System<'a> for HungerSystem {
#[allow(clippy::type_complexity)]
type SystemData = (
Entities<'a>,
WriteStorage<'a, HungerClock>,
ReadExpect<'a, Entity>,
ReadExpect<'a, RunState>,
WriteStorage<'a, SufferDamage>,
);
type SystemData =
(Entities<'a>, WriteStorage<'a, HungerClock>, ReadExpect<'a, Entity>, WriteStorage<'a, SufferDamage>);
fn run(&mut self, data: Self::SystemData) {
let (entities, mut hunger_clock, player_entity, runstate, mut inflict_damage) = data;
let (entities, mut hunger_clock, player_entity, mut inflict_damage) = data;
for (entity, mut clock) in (&entities, &mut hunger_clock).join() {
let mut proceed = false;
match *runstate {
RunState::PlayerTurn => {
if entity == *player_entity {
proceed = true;
}
}
RunState::MonsterTurn => {
if entity != *player_entity {
proceed = true;
}
}
_ => proceed = false,
}
if !proceed {
return;
if entity == *player_entity {
rltk::console::log(format!("HUNGER TICK for Player [current clock: {}]", clock.duration));
}
clock.duration -= 1;
if clock.duration > 0 {
@ -44,28 +23,28 @@ impl<'a> System<'a> for HungerSystem {
match clock.state {
HungerState::Satiated => {
clock.state = HungerState::Normal;
clock.duration = 300;
clock.duration = 1200;
if entity == *player_entity {
gamelog::Logger::new().append("You are no longer satiated.").log();
}
}
HungerState::Normal => {
clock.state = HungerState::Hungry;
clock.duration = 100;
clock.duration = 400;
if entity == *player_entity {
gamelog::Logger::new().colour(rltk::RED).append("You feel hungry.").log();
}
}
HungerState::Hungry => {
clock.state = HungerState::Weak;
clock.duration = 50;
clock.duration = 200;
if entity == *player_entity {
gamelog::Logger::new().colour(rltk::RED).append("You feel weak with hunger.").log();
}
}
HungerState::Weak => {
clock.state = HungerState::Fainting;
clock.duration = 50;
clock.duration = 200;
if entity == *player_entity {
gamelog::Logger::new().colour(rltk::RED).append("You feel hungry enough to faint.").log();
}