depth, waiting (with hp recovery), hit die for monsters, ui tweak
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b6522d42c3
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5 changed files with 200 additions and 18 deletions
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@ -1,8 +1,8 @@
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use super::{
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gamelog::GameLog, CombatStats, Item, Map, Player, Position, RunState, State, Viewshed, WantsToMelee,
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WantsToPickupItem, MAPHEIGHT, MAPWIDTH,
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gamelog::GameLog, CombatStats, Item, Map, Monster, Player, Position, RunState, State, TileType, Viewshed,
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WantsToMelee, WantsToPickupItem, MAPHEIGHT, MAPWIDTH,
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};
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use rltk::{Point, Rltk, VirtualKeyCode};
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use rltk::{Point, RandomNumberGenerator, Rltk, VirtualKeyCode};
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use specs::prelude::*;
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use std::cmp::{max, min};
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@ -94,6 +94,18 @@ pub fn player_input(gs: &mut State, ctx: &mut Rltk) -> RunState {
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VirtualKeyCode::Numpad7 | VirtualKeyCode::U => try_move_player(-1, -1, &mut gs.ecs),
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VirtualKeyCode::Numpad3 | VirtualKeyCode::N => try_move_player(1, 1, &mut gs.ecs),
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VirtualKeyCode::Numpad1 | VirtualKeyCode::B => try_move_player(-1, 1, &mut gs.ecs),
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// Depth
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VirtualKeyCode::Period => {
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if ctx.shift {
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if !try_next_level(&mut gs.ecs) {
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return RunState::AwaitingInput;
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}
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return RunState::NextLevel; // > to descend
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} else {
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return skip_turn(&mut gs.ecs); // (Wait a turn)
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}
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}
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// Items
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VirtualKeyCode::G => get_item(&mut gs.ecs),
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VirtualKeyCode::I => return RunState::ShowInventory,
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@ -107,6 +119,58 @@ pub fn player_input(gs: &mut State, ctx: &mut Rltk) -> RunState {
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RunState::PlayerTurn
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}
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pub fn try_next_level(ecs: &mut World) -> bool {
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let player_pos = ecs.fetch::<Point>();
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let map = ecs.fetch::<Map>();
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let player_idx = map.xy_idx(player_pos.x, player_pos.y);
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if map.tiles[player_idx] == TileType::DownStair {
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return true;
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} else {
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let mut gamelog = ecs.fetch_mut::<GameLog>();
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gamelog.entries.push("You don't see a way down.".to_string());
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return false;
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}
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}
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fn skip_turn(ecs: &mut World) -> RunState {
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let player_entity = ecs.fetch::<Entity>();
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let viewshed_components = ecs.read_storage::<Viewshed>();
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let monsters = ecs.read_storage::<Monster>();
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let mut wait_message = "You wait a turn.";
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let worldmap_resource = ecs.fetch::<Map>();
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let mut can_heal = true;
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let viewshed = viewshed_components.get(*player_entity).unwrap();
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for tile in viewshed.visible_tiles.iter() {
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let idx = worldmap_resource.xy_idx(tile.x, tile.y);
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for entity_id in worldmap_resource.tile_content[idx].iter() {
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let mob = monsters.get(*entity_id);
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match mob {
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None => {}
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Some(_) => {
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can_heal = false;
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}
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}
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}
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}
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if can_heal {
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let mut health_components = ecs.write_storage::<CombatStats>();
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let player_hp = health_components.get_mut(*player_entity).unwrap();
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let mut rng = ecs.write_resource::<RandomNumberGenerator>();
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let roll = rng.roll_dice(1, 6);
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if (roll == 6) && player_hp.hp < player_hp.max_hp {
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player_hp.hp += 1;
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wait_message = "You wait a turn, and recover a hit point.";
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}
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}
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let mut gamelog = ecs.fetch_mut::<GameLog>();
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gamelog.entries.push(wait_message.to_string());
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return RunState::PlayerTurn;
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}
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/* Playing around with autoexplore, without having read how to do it.
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pub fn auto_explore(ecs: &mut World) {
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let player_pos = ecs.fetch::<Point>();
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