depth, waiting (with hp recovery), hit die for monsters, ui tweak

This commit is contained in:
Llywelwyn 2023-07-10 03:35:09 +01:00
parent b6522d42c3
commit b8f8691e90
5 changed files with 200 additions and 18 deletions

View file

@ -1,8 +1,8 @@
use super::{
gamelog::GameLog, CombatStats, Item, Map, Player, Position, RunState, State, Viewshed, WantsToMelee,
WantsToPickupItem, MAPHEIGHT, MAPWIDTH,
gamelog::GameLog, CombatStats, Item, Map, Monster, Player, Position, RunState, State, TileType, Viewshed,
WantsToMelee, WantsToPickupItem, MAPHEIGHT, MAPWIDTH,
};
use rltk::{Point, Rltk, VirtualKeyCode};
use rltk::{Point, RandomNumberGenerator, Rltk, VirtualKeyCode};
use specs::prelude::*;
use std::cmp::{max, min};
@ -94,6 +94,18 @@ pub fn player_input(gs: &mut State, ctx: &mut Rltk) -> RunState {
VirtualKeyCode::Numpad7 | VirtualKeyCode::U => try_move_player(-1, -1, &mut gs.ecs),
VirtualKeyCode::Numpad3 | VirtualKeyCode::N => try_move_player(1, 1, &mut gs.ecs),
VirtualKeyCode::Numpad1 | VirtualKeyCode::B => try_move_player(-1, 1, &mut gs.ecs),
// Depth
VirtualKeyCode::Period => {
if ctx.shift {
if !try_next_level(&mut gs.ecs) {
return RunState::AwaitingInput;
}
return RunState::NextLevel; // > to descend
} else {
return skip_turn(&mut gs.ecs); // (Wait a turn)
}
}
// Items
VirtualKeyCode::G => get_item(&mut gs.ecs),
VirtualKeyCode::I => return RunState::ShowInventory,
@ -107,6 +119,58 @@ pub fn player_input(gs: &mut State, ctx: &mut Rltk) -> RunState {
RunState::PlayerTurn
}
pub fn try_next_level(ecs: &mut World) -> bool {
let player_pos = ecs.fetch::<Point>();
let map = ecs.fetch::<Map>();
let player_idx = map.xy_idx(player_pos.x, player_pos.y);
if map.tiles[player_idx] == TileType::DownStair {
return true;
} else {
let mut gamelog = ecs.fetch_mut::<GameLog>();
gamelog.entries.push("You don't see a way down.".to_string());
return false;
}
}
fn skip_turn(ecs: &mut World) -> RunState {
let player_entity = ecs.fetch::<Entity>();
let viewshed_components = ecs.read_storage::<Viewshed>();
let monsters = ecs.read_storage::<Monster>();
let mut wait_message = "You wait a turn.";
let worldmap_resource = ecs.fetch::<Map>();
let mut can_heal = true;
let viewshed = viewshed_components.get(*player_entity).unwrap();
for tile in viewshed.visible_tiles.iter() {
let idx = worldmap_resource.xy_idx(tile.x, tile.y);
for entity_id in worldmap_resource.tile_content[idx].iter() {
let mob = monsters.get(*entity_id);
match mob {
None => {}
Some(_) => {
can_heal = false;
}
}
}
}
if can_heal {
let mut health_components = ecs.write_storage::<CombatStats>();
let player_hp = health_components.get_mut(*player_entity).unwrap();
let mut rng = ecs.write_resource::<RandomNumberGenerator>();
let roll = rng.roll_dice(1, 6);
if (roll == 6) && player_hp.hp < player_hp.max_hp {
player_hp.hp += 1;
wait_message = "You wait a turn, and recover a hit point.";
}
}
let mut gamelog = ecs.fetch_mut::<GameLog>();
gamelog.entries.push(wait_message.to_string());
return RunState::PlayerTurn;
}
/* Playing around with autoexplore, without having read how to do it.
pub fn auto_explore(ecs: &mut World) {
let player_pos = ecs.fetch::<Point>();