Speed with TURN_COST and slight randomisation to reduce predictability
This commit is contained in:
parent
dce40ac741
commit
aac6e0ad02
12 changed files with 200 additions and 145 deletions
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@ -1,15 +1,16 @@
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use crate::{Energy, Position, RunState, TakingTurn};
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use crate::{Clock, Energy, Position, RunState, TakingTurn};
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use rltk::prelude::*;
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use specs::prelude::*;
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pub struct EnergySystem {}
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const NORMAL_SPEED: i32 = 12;
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pub const NORMAL_SPEED: i32 = 12;
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const TURN_COST: i32 = NORMAL_SPEED * 4;
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impl<'a> System<'a> for EnergySystem {
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#[allow(clippy::type_complexity)]
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type SystemData = (
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ReadStorage<'a, Clock>,
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WriteStorage<'a, Energy>,
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ReadStorage<'a, Position>,
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WriteStorage<'a, TakingTurn>,
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@ -20,29 +21,70 @@ impl<'a> System<'a> for EnergySystem {
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);
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fn run(&mut self, data: Self::SystemData) {
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let (mut energies, positions, mut turns, entities, mut rng, mut runstate, player) = data;
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if *runstate != RunState::MonsterTurn {
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let (clock, mut energies, positions, mut turns, entities, mut rng, mut runstate, player) = data;
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// If not ticking, do nothing.
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if *runstate != RunState::Ticking {
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return;
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}
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for (_entity, _clock, energy) in (&entities, &clock, &mut energies).join() {
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energy.current += NORMAL_SPEED;
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if energy.current >= TURN_COST {
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energy.current -= TURN_COST;
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crate::gamelog::record_event("turns", 1);
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}
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}
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// Clear TakingTurn{} from every entity.
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turns.clear();
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for (entity, energy, _pos) in (&entities, &mut energies, &positions).join() {
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// Every entity has a POTENTIAL equal to their speed.
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let mut energy_potential: i32 = energy.speed;
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if entity == *player {
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console::log(format!(
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"TICK for Player with speed {}: [current energy: {}]",
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energy.speed, energy.current
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));
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}
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// Increment current energy by NORMAL_SPEED for every
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// whole number of NORMAL_SPEEDS in their POTENTIAL.
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while energy_potential >= NORMAL_SPEED {
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energy_potential -= NORMAL_SPEED;
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energy.current += NORMAL_SPEED;
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if entity == *player {
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console::log(format!(
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"Gained 12 energy. [current: {}, potential: {}]",
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energy.current, energy_potential
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));
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}
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}
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// Roll a NORMAL_SPEED-sided die. If less than their
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// remaining POTENTIAL, increment current energy by
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// NORMAL_SPEED.
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// i.e. An entity with a speed of 3/4ths NORMAL_SPEED
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// will gain NORMAL_SPEED energy in 75% of ticks.
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if energy_potential > 0 {
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if rng.roll_dice(1, NORMAL_SPEED) <= energy_potential {
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energy.current += NORMAL_SPEED;
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if entity == *player {
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console::log(format!(
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"Rolled for remainder! Gained 12 energy. [current energy: {}]",
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energy.current
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));
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}
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}
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}
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// TURN_COST is equal to 4 * NORMAL_SPEED. If the current entity
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// has enough energy, they take a turn and decrement their energy
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// by TURN_COST. If the current entity is the player, await input.
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if energy.current >= TURN_COST {
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turns.insert(entity, TakingTurn {}).expect("Unable to insert turn.");
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energy.current -= TURN_COST;
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if entity == *player {
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if entity == *player {
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console::log(format!(
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"Player has >=TURN_COST energy, granting a turn. [remaining energy: {}]",
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energy.current
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));
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}
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*runstate = RunState::AwaitingInput;
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}
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}
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@ -1,2 +1,4 @@
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mod energy_system;
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pub use energy_system::EnergySystem;
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pub use energy_system::{EnergySystem, NORMAL_SPEED};
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mod turn_status;
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pub use turn_status::TurnStatusSystem;
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45
src/ai/turn_status.rs
Normal file
45
src/ai/turn_status.rs
Normal file
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@ -0,0 +1,45 @@
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use crate::{gamelog, Confusion, Name, ParticleBuilder, Position, RunState, TakingTurn};
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use rltk::prelude::*;
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use specs::prelude::*;
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pub struct TurnStatusSystem {}
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impl<'a> System<'a> for TurnStatusSystem {
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#[allow(clippy::type_complexity)]
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type SystemData = (
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WriteStorage<'a, TakingTurn>,
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WriteStorage<'a, Confusion>,
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Entities<'a>,
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ReadExpect<'a, RunState>,
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ReadStorage<'a, Name>,
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ReadStorage<'a, Position>,
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WriteExpect<'a, ParticleBuilder>,
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);
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fn run(&mut self, data: Self::SystemData) {
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let (mut turns, mut confusion, entities, runstate, names, positions, mut particle_builder) = data;
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if *runstate != RunState::Ticking {
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return;
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}
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let mut remove_turn: Vec<Entity> = Vec::new();
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let mut remove_confusion: Vec<Entity> = Vec::new();
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for (entity, _turn, confused, name, pos) in (&entities, &mut turns, &mut confusion, &names, &positions).join() {
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confused.turns -= 1;
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if confused.turns < 1 {
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remove_confusion.push(entity);
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gamelog::Logger::new().npc_name(&name.name).colour(WHITE).append("snaps out of it.").log();
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particle_builder.request(pos.x, pos.y, RGB::named(LIGHT_BLUE), RGB::named(BLACK), to_cp437('!'), 200.0);
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} else {
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remove_turn.push(entity);
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gamelog::Logger::new().npc_name(&name.name).colour(WHITE).append("is confused.").log();
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particle_builder.request(pos.x, pos.y, RGB::named(MAGENTA), RGB::named(BLACK), to_cp437('?'), 200.0);
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}
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}
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for e in remove_turn {
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turns.remove(e);
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}
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for e in remove_confusion {
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confusion.remove(e);
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}
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}
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}
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@ -1,4 +1,4 @@
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use super::{gamelog, Bystander, EntityMoved, Map, Name, Point, Position, Quips, RunState, Viewshed};
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use super::{gamelog, Bystander, EntityMoved, Map, Name, Point, Position, Quips, TakingTurn, Viewshed};
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use specs::prelude::*;
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pub struct BystanderAI {}
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@ -7,7 +7,6 @@ impl<'a> System<'a> for BystanderAI {
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#[allow(clippy::type_complexity)]
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type SystemData = (
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WriteExpect<'a, Map>,
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ReadExpect<'a, RunState>,
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Entities<'a>,
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WriteStorage<'a, Viewshed>,
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ReadStorage<'a, Bystander>,
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@ -17,12 +16,12 @@ impl<'a> System<'a> for BystanderAI {
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ReadExpect<'a, Point>,
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WriteStorage<'a, Quips>,
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ReadStorage<'a, Name>,
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ReadStorage<'a, TakingTurn>,
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);
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fn run(&mut self, data: Self::SystemData) {
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let (
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mut map,
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runstate,
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entities,
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mut viewshed,
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bystander,
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@ -32,13 +31,11 @@ impl<'a> System<'a> for BystanderAI {
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player_pos,
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mut quips,
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names,
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turns,
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) = data;
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if *runstate != RunState::MonsterTurn {
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return;
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}
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for (entity, mut viewshed, _bystander, mut pos) in (&entities, &mut viewshed, &bystander, &mut position).join()
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for (entity, mut viewshed, _bystander, mut pos, _turn) in
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(&entities, &mut viewshed, &bystander, &mut position, &turns).join()
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{
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// Possibly quip
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let quip = quips.get_mut(entity);
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@ -52,6 +52,9 @@ pub struct Energy {
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pub speed: i32,
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}
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#[derive(Component, Debug, Serialize, Deserialize, Clone)]
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pub struct Clock {}
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#[derive(Component, Debug, Serialize, Deserialize, Clone)]
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pub struct TakingTurn {}
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@ -1,40 +1,19 @@
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use super::{gamelog, HungerClock, HungerState, RunState, SufferDamage};
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use super::{gamelog, HungerClock, HungerState, SufferDamage};
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use specs::prelude::*;
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pub struct HungerSystem {}
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impl<'a> System<'a> for HungerSystem {
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#[allow(clippy::type_complexity)]
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type SystemData = (
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Entities<'a>,
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WriteStorage<'a, HungerClock>,
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ReadExpect<'a, Entity>,
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ReadExpect<'a, RunState>,
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WriteStorage<'a, SufferDamage>,
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);
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type SystemData =
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(Entities<'a>, WriteStorage<'a, HungerClock>, ReadExpect<'a, Entity>, WriteStorage<'a, SufferDamage>);
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fn run(&mut self, data: Self::SystemData) {
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let (entities, mut hunger_clock, player_entity, runstate, mut inflict_damage) = data;
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let (entities, mut hunger_clock, player_entity, mut inflict_damage) = data;
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for (entity, mut clock) in (&entities, &mut hunger_clock).join() {
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let mut proceed = false;
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match *runstate {
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RunState::PlayerTurn => {
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if entity == *player_entity {
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proceed = true;
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}
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}
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RunState::MonsterTurn => {
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if entity != *player_entity {
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proceed = true;
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}
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}
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_ => proceed = false,
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}
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if !proceed {
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return;
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if entity == *player_entity {
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rltk::console::log(format!("HUNGER TICK for Player [current clock: {}]", clock.duration));
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}
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clock.duration -= 1;
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if clock.duration > 0 {
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@ -44,28 +23,28 @@ impl<'a> System<'a> for HungerSystem {
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match clock.state {
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HungerState::Satiated => {
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clock.state = HungerState::Normal;
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clock.duration = 300;
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clock.duration = 1200;
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if entity == *player_entity {
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gamelog::Logger::new().append("You are no longer satiated.").log();
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}
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}
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HungerState::Normal => {
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clock.state = HungerState::Hungry;
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clock.duration = 100;
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clock.duration = 400;
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if entity == *player_entity {
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gamelog::Logger::new().colour(rltk::RED).append("You feel hungry.").log();
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}
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}
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HungerState::Hungry => {
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clock.state = HungerState::Weak;
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clock.duration = 50;
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clock.duration = 200;
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if entity == *player_entity {
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gamelog::Logger::new().colour(rltk::RED).append("You feel weak with hunger.").log();
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}
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}
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HungerState::Weak => {
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clock.state = HungerState::Fainting;
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clock.duration = 50;
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clock.duration = 200;
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if entity == *player_entity {
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gamelog::Logger::new().colour(rltk::RED).append("You feel hungry enough to faint.").log();
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}
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@ -217,7 +217,7 @@ impl<'a> System<'a> for ItemUseSystem {
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let hc = hunger_clock.get_mut(target);
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if let Some(hc) = hc {
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hc.state = HungerState::Satiated;
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hc.duration = 50;
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hc.duration = 200;
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}
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}
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}
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68
src/main.rs
68
src/main.rs
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@ -50,8 +50,7 @@ pub const SHOW_MAPGEN: bool = false;
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pub enum RunState {
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AwaitingInput,
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PreRun,
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PlayerTurn,
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MonsterTurn,
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Ticking,
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ShowInventory,
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ShowDropItem,
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ShowRemoveItem,
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@ -120,10 +119,12 @@ impl State {
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}
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fn run_systems(&mut self) {
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let mut mapindex = MapIndexingSystem {};
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let mut vis = VisibilitySystem {};
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let mut energy = ai::EnergySystem {};
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let mut turn_status_system = ai::TurnStatusSystem {};
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let mut mob = MonsterAI {};
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let mut bystanders = bystander_ai_system::BystanderAI {};
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let mut mapindex = MapIndexingSystem {};
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let mut trigger_system = trigger_system::TriggerSystem {};
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let mut melee_system = MeleeCombatSystem {};
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let mut damage_system = DamageSystem {};
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@ -134,10 +135,12 @@ impl State {
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let mut hunger_clock = hunger_system::HungerSystem {};
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let mut particle_system = particle_system::ParticleSpawnSystem {};
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mapindex.run_now(&self.ecs);
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vis.run_now(&self.ecs);
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energy.run_now(&self.ecs);
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turn_status_system.run_now(&self.ecs);
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mob.run_now(&self.ecs);
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bystanders.run_now(&self.ecs);
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mapindex.run_now(&self.ecs);
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trigger_system.run_now(&self.ecs);
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inventory_system.run_now(&self.ecs);
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item_use_system.run_now(&self.ecs);
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@ -151,6 +154,11 @@ impl State {
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self.ecs.maintain();
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}
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fn run_map_index(&mut self) {
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let mut mapindex = MapIndexingSystem {};
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mapindex.run_now(&self.ecs);
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}
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fn entities_to_remove_on_level_change(&mut self) -> Vec<Entity> {
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let entities = self.ecs.entities();
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let player = self.ecs.read_storage::<Player>();
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@ -270,23 +278,36 @@ impl GameState for State {
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new_runstate = RunState::AwaitingInput;
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}
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RunState::AwaitingInput => {
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new_runstate = player_input(self, ctx);
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}
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RunState::PlayerTurn => {
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self.run_systems();
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self.ecs.maintain();
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gamelog::record_event("turns", 1);
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match *self.ecs.fetch::<RunState>() {
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RunState::MagicMapReveal { row, cursed } => {
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new_runstate = RunState::MagicMapReveal { row: row, cursed: cursed }
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self.run_map_index();
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// Sanity-checking that the player actually *should*
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// be taking a turn before giving them one. If they
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// don't have a turn component, go back to ticking.
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let mut can_act = false;
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{
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let player_entity = self.ecs.fetch::<Entity>();
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let turns = self.ecs.read_storage::<TakingTurn>();
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if let Some(_) = turns.get(*player_entity) {
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can_act = true;
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}
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_ => new_runstate = RunState::MonsterTurn,
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}
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if can_act {
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new_runstate = player_input(self, ctx);
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} else {
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new_runstate = RunState::Ticking;
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}
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}
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RunState::MonsterTurn => {
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self.run_systems();
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self.ecs.maintain();
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new_runstate = RunState::AwaitingInput;
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RunState::Ticking => {
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while new_runstate == RunState::Ticking {
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self.run_systems();
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self.ecs.maintain();
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match *self.ecs.fetch::<RunState>() {
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RunState::AwaitingInput => new_runstate = RunState::AwaitingInput,
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RunState::MagicMapReveal { row, cursed } => {
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new_runstate = RunState::MagicMapReveal { row: row, cursed: cursed }
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}
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_ => new_runstate = RunState::Ticking,
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}
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}
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}
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RunState::ShowInventory => {
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let result = gui::show_inventory(self, ctx);
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@ -315,7 +336,7 @@ impl GameState for State {
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intent
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.insert(*self.ecs.fetch::<Entity>(), WantsToUseItem { item: item_entity, target: None })
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.expect("Unable to insert intent.");
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new_runstate = RunState::PlayerTurn;
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new_runstate = RunState::Ticking;
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}
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}
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}
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@ -331,7 +352,7 @@ impl GameState for State {
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intent
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.insert(*self.ecs.fetch::<Entity>(), WantsToDropItem { item: item_entity })
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.expect("Unable to insert intent");
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new_runstate = RunState::PlayerTurn;
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new_runstate = RunState::Ticking;
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}
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}
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}
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@ -346,7 +367,7 @@ impl GameState for State {
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intent
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.insert(*self.ecs.fetch::<Entity>(), WantsToRemoveItem { item: item_entity })
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.expect("Unable to insert intent");
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new_runstate = RunState::PlayerTurn;
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new_runstate = RunState::Ticking;
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}
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}
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}
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@ -360,7 +381,7 @@ impl GameState for State {
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intent
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.insert(*self.ecs.fetch::<Entity>(), WantsToUseItem { item, target: result.1 })
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.expect("Unable to insert intent.");
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new_runstate = RunState::PlayerTurn;
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new_runstate = RunState::Ticking;
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}
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}
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}
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@ -447,7 +468,7 @@ impl GameState for State {
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}
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if row as usize == map.height as usize - 1 {
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new_runstate = RunState::MonsterTurn;
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new_runstate = RunState::Ticking;
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} else {
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new_runstate = RunState::MagicMapReveal { row: row + 1, cursed: cursed };
|
||||
}
|
||||
|
|
@ -515,6 +536,7 @@ fn main() -> rltk::BError {
|
|||
gs.ecs.register::<Renderable>();
|
||||
gs.ecs.register::<Prop>();
|
||||
gs.ecs.register::<Player>();
|
||||
gs.ecs.register::<Clock>();
|
||||
gs.ecs.register::<Monster>();
|
||||
gs.ecs.register::<Bystander>();
|
||||
gs.ecs.register::<Quips>();
|
||||
|
|
|
|||
|
|
@ -1,6 +1,4 @@
|
|||
use super::{
|
||||
gamelog, Confusion, EntityMoved, Map, Monster, Name, ParticleBuilder, Position, RunState, Viewshed, WantsToMelee,
|
||||
};
|
||||
use super::{EntityMoved, Map, Monster, Position, TakingTurn, Viewshed, WantsToMelee};
|
||||
use rltk::Point;
|
||||
use specs::prelude::*;
|
||||
|
||||
|
|
@ -12,16 +10,13 @@ impl<'a> System<'a> for MonsterAI {
|
|||
WriteExpect<'a, Map>,
|
||||
ReadExpect<'a, Point>,
|
||||
ReadExpect<'a, Entity>,
|
||||
ReadExpect<'a, RunState>,
|
||||
Entities<'a>,
|
||||
WriteStorage<'a, Viewshed>,
|
||||
ReadStorage<'a, Monster>,
|
||||
WriteStorage<'a, Position>,
|
||||
WriteStorage<'a, WantsToMelee>,
|
||||
WriteStorage<'a, Confusion>,
|
||||
ReadStorage<'a, Name>,
|
||||
WriteExpect<'a, ParticleBuilder>,
|
||||
WriteStorage<'a, EntityMoved>,
|
||||
ReadStorage<'a, TakingTurn>,
|
||||
);
|
||||
|
||||
fn run(&mut self, data: Self::SystemData) {
|
||||
|
|
@ -29,71 +24,38 @@ impl<'a> System<'a> for MonsterAI {
|
|||
mut map,
|
||||
player_pos,
|
||||
player_entity,
|
||||
runstate,
|
||||
entities,
|
||||
mut viewshed,
|
||||
monster,
|
||||
mut position,
|
||||
mut wants_to_melee,
|
||||
mut confused,
|
||||
name,
|
||||
mut particle_builder,
|
||||
mut entity_moved,
|
||||
turns,
|
||||
) = data;
|
||||
|
||||
if *runstate != RunState::MonsterTurn {
|
||||
return;
|
||||
}
|
||||
|
||||
for (entity, mut viewshed, _monster, mut pos) in (&entities, &mut viewshed, &monster, &mut position).join() {
|
||||
let mut can_act = true;
|
||||
|
||||
// Check confusion
|
||||
let is_confused = confused.get_mut(entity);
|
||||
if let Some(i_am_confused) = is_confused {
|
||||
i_am_confused.turns -= 1;
|
||||
let entity_name = name.get(entity).unwrap();
|
||||
let mut fg = rltk::RGB::named(rltk::MAGENTA);
|
||||
let mut glyph = rltk::to_cp437('?');
|
||||
if i_am_confused.turns < 1 {
|
||||
confused.remove(entity);
|
||||
gamelog::Logger::new()
|
||||
.npc_name(&entity_name.name)
|
||||
.colour(rltk::WHITE)
|
||||
.append("snaps out of it.")
|
||||
.log();
|
||||
fg = rltk::RGB::named(rltk::MEDIUMSLATEBLUE);
|
||||
glyph = rltk::to_cp437('!');
|
||||
} else {
|
||||
gamelog::Logger::new().npc_name(&entity_name.name).colour(rltk::WHITE).append("is confused.").log();
|
||||
}
|
||||
particle_builder.request(pos.x, pos.y, fg, rltk::RGB::named(rltk::BLACK), glyph, 200.0);
|
||||
can_act = false;
|
||||
}
|
||||
|
||||
if can_act {
|
||||
let distance = rltk::DistanceAlg::Pythagoras.distance2d(Point::new(pos.x, pos.y), *player_pos);
|
||||
if distance < 1.5 {
|
||||
wants_to_melee
|
||||
.insert(entity, WantsToMelee { target: *player_entity })
|
||||
.expect("Unable to insert attack.");
|
||||
} else if viewshed.visible_tiles.contains(&*player_pos) {
|
||||
// If the player is visible, but the path is obstructed, this will currently search
|
||||
// the entire map (i.e. Will do a huge ASTAR to find an alternate route), and the
|
||||
// mob will follow that path until it leaves vision, then lose sight of the player
|
||||
// and stop.
|
||||
let path =
|
||||
rltk::a_star_search(map.xy_idx(pos.x, pos.y), map.xy_idx(player_pos.x, player_pos.y), &*map);
|
||||
if path.success && path.steps.len() > 1 {
|
||||
let mut idx = map.xy_idx(pos.x, pos.y);
|
||||
map.blocked[idx] = false;
|
||||
pos.x = (path.steps[1] as i32) % map.width;
|
||||
pos.y = (path.steps[1] as i32) / map.width;
|
||||
idx = map.xy_idx(pos.x, pos.y);
|
||||
map.blocked[idx] = true;
|
||||
viewshed.dirty = true;
|
||||
entity_moved.insert(entity, EntityMoved {}).expect("Unable to insert marker");
|
||||
}
|
||||
for (entity, mut viewshed, _monster, mut pos, _turn) in
|
||||
(&entities, &mut viewshed, &monster, &mut position, &turns).join()
|
||||
{
|
||||
let distance = rltk::DistanceAlg::Pythagoras.distance2d(Point::new(pos.x, pos.y), *player_pos);
|
||||
if distance < 1.5 {
|
||||
wants_to_melee
|
||||
.insert(entity, WantsToMelee { target: *player_entity })
|
||||
.expect("Unable to insert attack.");
|
||||
} else if viewshed.visible_tiles.contains(&*player_pos) {
|
||||
// If the player is visible, but the path is obstructed, this will currently search
|
||||
// the entire map (i.e. Will do a huge ASTAR to find an alternate route), and the
|
||||
// mob will follow that path until it leaves vision, then lose sight of the player
|
||||
// and stop.
|
||||
let path = rltk::a_star_search(map.xy_idx(pos.x, pos.y), map.xy_idx(player_pos.x, player_pos.y), &*map);
|
||||
if path.success && path.steps.len() > 1 {
|
||||
let mut idx = map.xy_idx(pos.x, pos.y);
|
||||
map.blocked[idx] = false;
|
||||
pos.x = (path.steps[1] as i32) % map.width;
|
||||
pos.y = (path.steps[1] as i32) / map.width;
|
||||
idx = map.xy_idx(pos.x, pos.y);
|
||||
map.blocked[idx] = true;
|
||||
viewshed.dirty = true;
|
||||
entity_moved.insert(entity, EntityMoved {}).expect("Unable to insert marker");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -66,7 +66,7 @@ pub fn try_door(i: i32, j: i32, ecs: &mut World) -> RunState {
|
|||
render_data.glyph = rltk::to_cp437('+'); // Nethack open door, maybe just use '/' instead.
|
||||
door_pos = Some(Point::new(pos.x + delta_x, pos.y + delta_y));
|
||||
}
|
||||
result = RunState::PlayerTurn;
|
||||
result = RunState::Ticking;
|
||||
} else {
|
||||
gamelog::Logger::new().append("It's already closed.").log();
|
||||
}
|
||||
|
|
@ -139,7 +139,7 @@ pub fn open(i: i32, j: i32, ecs: &mut World) -> RunState {
|
|||
render_data.glyph = rltk::to_cp437('▓'); // Nethack open door, maybe just use '/' instead.
|
||||
door_pos = Some(Point::new(pos.x + delta_x, pos.y + delta_y));
|
||||
}
|
||||
result = RunState::PlayerTurn;
|
||||
result = RunState::Ticking;
|
||||
} else {
|
||||
gamelog::Logger::new().append("It's already open.").log();
|
||||
}
|
||||
|
|
@ -266,7 +266,7 @@ pub fn kick(i: i32, j: i32, ecs: &mut World) -> RunState {
|
|||
}
|
||||
|
||||
gamelog::record_event("kick_count", 1);
|
||||
return RunState::PlayerTurn;
|
||||
return RunState::Ticking;
|
||||
}
|
||||
|
||||
pub fn try_move_player(delta_x: i32, delta_y: i32, ecs: &mut World) -> bool {
|
||||
|
|
@ -483,7 +483,7 @@ pub fn player_input(gs: &mut State, ctx: &mut Rltk) -> RunState {
|
|||
},
|
||||
}
|
||||
if result {
|
||||
return RunState::PlayerTurn;
|
||||
return RunState::Ticking;
|
||||
} else {
|
||||
return RunState::AwaitingInput;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -53,6 +53,7 @@ pub fn save_game(ecs: &mut World) {
|
|||
BlocksTile,
|
||||
BlocksVisibility,
|
||||
Bystander,
|
||||
Clock,
|
||||
Confusion,
|
||||
Consumable,
|
||||
Cursed,
|
||||
|
|
@ -159,6 +160,7 @@ pub fn load_game(ecs: &mut World) {
|
|||
BlocksTile,
|
||||
BlocksVisibility,
|
||||
Bystander,
|
||||
Clock,
|
||||
Confusion,
|
||||
Consumable,
|
||||
Cursed,
|
||||
|
|
|
|||
|
|
@ -1,7 +1,7 @@
|
|||
use super::{
|
||||
gamesystem, gamesystem::attr_bonus, random_table::RandomTable, raws, Attribute, Attributes, Energy, HungerClock,
|
||||
HungerState, Map, Name, Player, Pool, Pools, Position, Rect, Renderable, SerializeMe, Skill, Skills, TileType,
|
||||
Viewshed,
|
||||
ai::NORMAL_SPEED, gamesystem, gamesystem::attr_bonus, random_table::RandomTable, raws, Attribute, Attributes,
|
||||
Clock, Energy, HungerClock, HungerState, Map, Name, Player, Pool, Pools, Position, Rect, Renderable, SerializeMe,
|
||||
Skill, Skills, TileType, Viewshed,
|
||||
};
|
||||
use rltk::{RandomNumberGenerator, RGB};
|
||||
use specs::prelude::*;
|
||||
|
|
@ -24,7 +24,8 @@ pub fn player(ecs: &mut World, player_x: i32, player_y: i32) -> Entity {
|
|||
let cha = gamesystem::roll_4d6(&mut rng);
|
||||
std::mem::drop(rng);
|
||||
|
||||
// d8 hit die - but always maxxed at level 1, so player doesn't have to roll.
|
||||
// We only create the player once, so create the Clock here for counting turns too.
|
||||
ecs.create_entity().with(Clock {}).with(Energy { current: 0, speed: NORMAL_SPEED }).build();
|
||||
let player = ecs
|
||||
.create_entity()
|
||||
.with(Position { x: player_x, y: player_y })
|
||||
|
|
@ -37,7 +38,7 @@ pub fn player(ecs: &mut World, player_x: i32, player_y: i32) -> Entity {
|
|||
.with(Player {})
|
||||
.with(Viewshed { visible_tiles: Vec::new(), range: 12, dirty: true })
|
||||
.with(Name { name: "you".to_string(), plural: "you".to_string() })
|
||||
.with(HungerClock { state: HungerState::Satiated, duration: 50 })
|
||||
.with(HungerClock { state: HungerState::Satiated, duration: 200 })
|
||||
.with(Attributes {
|
||||
strength: Attribute { base: str, modifiers: 0, bonus: attr_bonus(str) },
|
||||
dexterity: Attribute { base: dex, modifiers: 0, bonus: attr_bonus(dex) },
|
||||
|
|
@ -54,7 +55,7 @@ pub fn player(ecs: &mut World, player_x: i32, player_y: i32) -> Entity {
|
|||
bac: 10,
|
||||
})
|
||||
.with(skills)
|
||||
.with(Energy { current: 0, speed: 12 })
|
||||
.with(Energy { current: 0, speed: NORMAL_SPEED })
|
||||
.marked::<SimpleMarker<SerializeMe>>()
|
||||
.build();
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue