InflictsDamage and ProvidesHealing now use dice rolls
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6 changed files with 31 additions and 22 deletions
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@ -61,13 +61,9 @@ impl<'a> System<'a> for TriggerSystem {
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let damage = inflicts_damage.get(*entity_id);
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if let Some(damage) = damage {
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let damage_roll = rng.roll_dice(damage.n_dice, damage.sides) + damage.modifier;
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particle_builder.damage_taken(pos.x, pos.y);
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SufferDamage::new_damage(
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&mut inflict_damage,
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entity,
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rng.roll_dice(1, damage.amount),
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false,
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);
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SufferDamage::new_damage(&mut inflict_damage, entity, damage_roll, false);
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}
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let confuses = confusion.get(*entity_id);
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