particle lifetime consts, and confusion msg fixes
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22d90a46b4
commit
dd91a8cca7
5 changed files with 26 additions and 10 deletions
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@ -1,7 +1,7 @@
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use super::{
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gamelog::GameLog, CombatStats, Confusion, Consumable, Destructible, InBackpack, InflictsDamage, Map, Name,
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ParticleBuilder, Position, ProvidesHealing, SufferDamage, WantsToDropItem, WantsToPickupItem, WantsToUseItem, AOE,
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DEFAULT_PARTICLE_LIFETIME,
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DEFAULT_PARTICLE_LIFETIME, LONG_PARTICLE_LIFETIME,
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};
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use specs::prelude::*;
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@ -113,7 +113,7 @@ impl<'a> System<'a> for ItemUseSystem {
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rltk::RGB::named(rltk::ORANGE),
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rltk::RGB::named(rltk::BLACK),
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rltk::to_cp437('░'),
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200.0,
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LONG_PARTICLE_LIFETIME,
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);
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}
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}
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@ -208,7 +208,6 @@ impl<'a> System<'a> for ItemUseSystem {
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match causes_confusion {
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None => {}
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Some(confusion) => {
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used_item = false;
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for mob in targets.iter() {
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add_confusion.push((*mob, confusion.turns));
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// Gamelog entry for this is handled turn-by-turn in AI.
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@ -26,7 +26,7 @@ use melee_combat_system::MeleeCombatSystem;
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mod inventory_system;
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use inventory_system::*;
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mod particle_system;
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use particle_system::{ParticleBuilder, DEFAULT_PARTICLE_LIFETIME};
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use particle_system::{ParticleBuilder, DEFAULT_PARTICLE_LIFETIME, LONG_PARTICLE_LIFETIME};
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mod rex_assets;
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// Embedded resources for use in wasm build
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@ -1,4 +1,6 @@
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use super::{gamelog::GameLog, Confusion, Map, Monster, Name, Position, RunState, Viewshed, WantsToMelee};
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use super::{
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gamelog::GameLog, Confusion, Map, Monster, Name, ParticleBuilder, Position, RunState, Viewshed, WantsToMelee,
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};
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use rltk::Point;
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use specs::prelude::*;
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@ -19,6 +21,7 @@ impl<'a> System<'a> for MonsterAI {
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WriteStorage<'a, WantsToMelee>,
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WriteStorage<'a, Confusion>,
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ReadStorage<'a, Name>,
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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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@ -35,6 +38,7 @@ impl<'a> System<'a> for MonsterAI {
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mut wants_to_melee,
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mut confused,
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name,
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mut particle_builder,
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) = data;
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if *runstate != RunState::MonsterTurn {
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@ -48,11 +52,18 @@ impl<'a> System<'a> for MonsterAI {
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let is_confused = confused.get_mut(entity);
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if let Some(i_am_confused) = is_confused {
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i_am_confused.turns -= 1;
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let entity_name = name.get(entity).unwrap();
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let mut fg = rltk::RGB::named(rltk::MAGENTA);
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let mut glyph = rltk::to_cp437('?');
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if i_am_confused.turns < 1 {
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confused.remove(entity);
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gamelog.entries.push(format!("{} snaps out of its confusion!", entity_name.name));
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fg = rltk::RGB::named(rltk::MEDIUMSLATEBLUE);
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glyph = rltk::to_cp437('!');
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} else {
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gamelog.entries.push(format!("{} is confused.", entity_name.name));
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}
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let entity_name = name.get(entity).unwrap();
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gamelog.entries.push(format!("{} is confused!", entity_name.name));
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particle_builder.request(pos.x, pos.y, fg, rltk::RGB::named(rltk::BLACK), glyph, 200.0);
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can_act = false;
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}
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@ -2,7 +2,11 @@ use super::{ParticleLifetime, Position, Renderable, Rltk};
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use rltk::RGB;
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use specs::prelude::*;
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// For things which will happen frequently - i.e. attacking.
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pub const DEFAULT_PARTICLE_LIFETIME: f32 = 150.0;
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// For exceptional things, like large AOEs, to make sure the
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// player can actually see what's being impacted - i.e. fireball.
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pub const LONG_PARTICLE_LIFETIME: f32 = 300.0;
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/// Runs each tick, deleting particles who are past their expiry.
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// Should make an addition to this to also spawn delayed particles,
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@ -180,6 +180,8 @@ fn poison_potion(ecs: &mut World, x: i32, y: i32) {
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.build();
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}
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// Scrolls
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// ~10 range should be considered average here.
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fn magic_missile_scroll(ecs: &mut World, x: i32, y: i32) {
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ecs.create_entity()
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.with(Position { x, y })
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@ -193,8 +195,8 @@ fn magic_missile_scroll(ecs: &mut World, x: i32, y: i32) {
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.with(Item {})
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.with(Consumable {})
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.with(Destructible {})
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.with(Ranged { range: 12 })
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.with(InflictsDamage { amount: 10 })
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.with(Ranged { range: 12 }) // Long range - as far as default vision range
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.with(InflictsDamage { amount: 10 }) // Low~ damage
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.build();
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}
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@ -230,7 +232,7 @@ fn confusion_scroll(ecs: &mut World, x: i32, y: i32) {
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.with(Item {})
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.with(Consumable {})
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.with(Destructible {})
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.with(Ranged { range: 6 })
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.with(Ranged { range: 10 })
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.with(Confusion { turns: 4 })
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.build();
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}
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