Speed with TURN_COST and slight randomisation to reduce predictability
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parent
dce40ac741
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aac6e0ad02
12 changed files with 200 additions and 145 deletions
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@ -1,7 +1,7 @@
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use super::{
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gamesystem, gamesystem::attr_bonus, random_table::RandomTable, raws, Attribute, Attributes, Energy, HungerClock,
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HungerState, Map, Name, Player, Pool, Pools, Position, Rect, Renderable, SerializeMe, Skill, Skills, TileType,
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Viewshed,
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ai::NORMAL_SPEED, gamesystem, gamesystem::attr_bonus, random_table::RandomTable, raws, Attribute, Attributes,
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Clock, Energy, HungerClock, HungerState, Map, Name, Player, Pool, Pools, Position, Rect, Renderable, SerializeMe,
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Skill, Skills, TileType, Viewshed,
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};
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use rltk::{RandomNumberGenerator, RGB};
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use specs::prelude::*;
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@ -24,7 +24,8 @@ pub fn player(ecs: &mut World, player_x: i32, player_y: i32) -> Entity {
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let cha = gamesystem::roll_4d6(&mut rng);
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std::mem::drop(rng);
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// d8 hit die - but always maxxed at level 1, so player doesn't have to roll.
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// We only create the player once, so create the Clock here for counting turns too.
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ecs.create_entity().with(Clock {}).with(Energy { current: 0, speed: NORMAL_SPEED }).build();
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let player = ecs
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.create_entity()
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.with(Position { x: player_x, y: player_y })
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@ -37,7 +38,7 @@ pub fn player(ecs: &mut World, player_x: i32, player_y: i32) -> Entity {
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.with(Player {})
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.with(Viewshed { visible_tiles: Vec::new(), range: 12, dirty: true })
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.with(Name { name: "you".to_string(), plural: "you".to_string() })
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.with(HungerClock { state: HungerState::Satiated, duration: 50 })
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.with(HungerClock { state: HungerState::Satiated, duration: 200 })
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.with(Attributes {
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strength: Attribute { base: str, modifiers: 0, bonus: attr_bonus(str) },
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dexterity: Attribute { base: dex, modifiers: 0, bonus: attr_bonus(dex) },
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@ -54,7 +55,7 @@ pub fn player(ecs: &mut World, player_x: i32, player_y: i32) -> Entity {
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bac: 10,
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})
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.with(skills)
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.with(Energy { current: 0, speed: 12 })
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.with(Energy { current: 0, speed: NORMAL_SPEED })
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.marked::<SimpleMarker<SerializeMe>>()
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.build();
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