diff --git a/src/ai/approach_ai_system.rs b/src/ai/approach_ai_system.rs index 30ab222..c3cc2ca 100644 --- a/src/ai/approach_ai_system.rs +++ b/src/ai/approach_ai_system.rs @@ -7,7 +7,6 @@ pub struct ApproachAI {} impl<'a> System<'a> for ApproachAI { #[allow(clippy::type_complexity)] type SystemData = ( - WriteExpect<'a, RandomNumberGenerator>, WriteStorage<'a, TakingTurn>, WriteStorage<'a, WantsToApproach>, WriteStorage<'a, Position>, @@ -20,7 +19,6 @@ impl<'a> System<'a> for ApproachAI { fn run(&mut self, data: Self::SystemData) { let ( - mut rng, mut turns, mut wants_to_approach, mut positions, diff --git a/src/data/messages.rs b/src/data/messages.rs index 78a66d9..89e39c8 100644 --- a/src/data/messages.rs +++ b/src/data/messages.rs @@ -31,15 +31,15 @@ pub const YOU_REMOVE_ITEM: &str = "You unequip your"; pub const YOU_REMOVE_ITEM_CURSED: &str = "You can't remove the"; /// Prefixes death message. -pub const PlayerDied: &str = "You died!"; +pub const PLAYER_DIED: &str = "You died!"; /// Death message specifiers. Appended after PlayerDied. -pub const PlayerDied_SUICIDE: &str = "You killed yourself"; -pub const PlayerDied_NAMED_ATTACKER: &str = "You were killed by"; -pub const PlayerDied_UNKNOWN: &str = "You were killed"; // Ultimately, this should never be used. Slowly include specific messages for any death. +pub const PLAYER_DIED_SUICIDE: &str = "You killed yourself"; +pub const PLAYER_DIED_NAMED_ATTACKER: &str = "You were killed by"; +pub const PLAYER_DIED_UNKNOWN: &str = "You were killed"; // Ultimately, this should never be used. Slowly include specific messages for any death. /// Death message addendums. Appended at end of death message. -pub const PlayerDied_ADDENDUM_FIRST: &str = " "; -pub const PlayerDied_ADDENDUM_MID: &str = ", "; -pub const PlayerDied_ADDENDUM_LAST: &str = ", and "; +pub const PLAYER_DIED_ADDENDUM_FIRST: &str = " "; +pub const PLAYER_DIED_ADDENDUM_MID: &str = ", "; +pub const PLAYER_DIED_ADDENDUM_LAST: &str = ", and "; pub const STATUS_CONFUSED_STRING: &str = "confused"; pub const STATUS_BLIND_STRING: &str = "blinded"; // Results in something like: "You died! You were killed by a kobold captain, whilst confused." diff --git a/src/effects/damage.rs b/src/effects/damage.rs index 2b30e19..74ce8f5 100644 --- a/src/effects/damage.rs +++ b/src/effects/damage.rs @@ -170,16 +170,16 @@ fn get_next_level_requirement(level: i32) -> i32 { fn get_death_message(ecs: &World, source: Entity) -> String { let player = ecs.fetch::(); - let mut result: String = format!("{} ", PlayerDied); + let mut result: String = format!("{} ", PLAYER_DIED); // If we killed ourselves, if source == *player { - result.push_str(format!("{}", PlayerDied_SUICIDE).as_str()); + result.push_str(format!("{}", PLAYER_DIED_SUICIDE).as_str()); } else if let Some(name) = ecs.read_storage::().get(source) { result.push_str( - format!("{} {}", PlayerDied_NAMED_ATTACKER, with_article(name.name.clone())).as_str() + format!("{} {}", PLAYER_DIED_NAMED_ATTACKER, with_article(name.name.clone())).as_str() ); } else { - result.push_str(format!("{}", PlayerDied_UNKNOWN).as_str()); + result.push_str(format!("{}", PLAYER_DIED_UNKNOWN).as_str()); } // Status effects { @@ -194,11 +194,11 @@ fn get_death_message(ecs: &World, source: Entity) -> String { result.push_str(" whilst"); for (i, addendum) in addendums.iter().enumerate() { if i == 0 { - result.push_str(format!("{}{}", PlayerDied_ADDENDUM_FIRST, addendum).as_str()); + result.push_str(format!("{}{}", PLAYER_DIED_ADDENDUM_FIRST, addendum).as_str()); } else if i == addendums.len() { - result.push_str(format!("{}{}", PlayerDied_ADDENDUM_LAST, addendum).as_str()); + result.push_str(format!("{}{}", PLAYER_DIED_ADDENDUM_LAST, addendum).as_str()); } else { - result.push_str(format!("{}{}", PlayerDied_ADDENDUM_MID, addendum).as_str()); + result.push_str(format!("{}{}", PLAYER_DIED_ADDENDUM_MID, addendum).as_str()); } } }