more linter clean-up
This commit is contained in:
parent
27c1fe9a48
commit
c4aa3de640
3 changed files with 14 additions and 16 deletions
|
|
@ -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,
|
||||
|
|
|
|||
|
|
@ -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."
|
||||
|
|
|
|||
|
|
@ -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::<Entity>();
|
||||
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::<Name>().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());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue