Beginning the conversion to an Effects system

This commit is contained in:
Llywelwyn 2023-08-16 15:11:49 +01:00
parent a6690029e6
commit efe15705ad
13 changed files with 382 additions and 67 deletions

View file

@ -16,59 +16,56 @@ impl<'a> System<'a> for AdjacentAI {
);
fn run(&mut self, data: Self::SystemData) {
let (mut turns, factions, positions, map, mut wants_to_melee, entities, player) = data;
let (mut turns, factions, positions, map, mut want_melee, entities, player) = data;
let mut turn_done: Vec<Entity> = Vec::new();
for (entity, _turn, faction, pos) in (&entities, &turns, &factions, &positions).join() {
if entity == *player {
continue;
}
let mut reactions: Vec<(Entity, Reaction)> = Vec::new();
let idx = map.xy_idx(pos.x, pos.y);
let (w, h) = (map.width, map.height);
// Evaluate adjacent squares, add possible reactions
let mut eval_idx: usize = idx;
if pos.x > 0 {
eval_idx = idx - 1;
}
if pos.x < w - 1 {
eval_idx = idx + 1;
}
if pos.y > 0 {
eval_idx = idx - w as usize;
}
if pos.y < h - 1 {
eval_idx = idx + w as usize;
}
if pos.y > 0 && pos.x > 0 {
eval_idx = (idx - w as usize) - 1;
}
if pos.y > 0 && pos.x < w - 1 {
eval_idx = (idx - w as usize) + 1;
}
if pos.y < h - 1 && pos.x > 0 {
eval_idx = (idx + w as usize) - 1;
}
if pos.y < h - 1 && pos.x < w - 1 {
eval_idx = (idx + w as usize) + 1;
}
if eval_idx != idx {
evaluate(eval_idx, &factions, &faction.name, &mut reactions);
}
let mut done = false;
for reaction in reactions.iter() {
if let Reaction::Attack = reaction.1 {
wants_to_melee
.insert(entity, WantsToMelee { target: reaction.0 })
.expect("Error inserting WantsToMelee");
done = true;
for (entity, _turn, my_faction, pos) in (&entities, &turns, &factions, &positions).join() {
if entity != *player {
let mut reactions: Vec<(Entity, Reaction)> = Vec::new();
let idx = map.xy_idx(pos.x, pos.y);
let w = map.width;
let h = map.height;
// Add possible reactions to adjacents for each direction
if pos.x > 0 {
evaluate(idx - 1, &factions, &my_faction.name, &mut reactions);
}
if pos.x < w - 1 {
evaluate(idx + 1, &factions, &my_faction.name, &mut reactions);
}
if pos.y > 0 {
evaluate(idx - w as usize, &factions, &my_faction.name, &mut reactions);
}
if pos.y < h - 1 {
evaluate(idx + w as usize, &factions, &my_faction.name, &mut reactions);
}
if pos.y > 0 && pos.x > 0 {
evaluate((idx - w as usize) - 1, &factions, &my_faction.name, &mut reactions);
}
if pos.y > 0 && pos.x < w - 1 {
evaluate((idx - w as usize) + 1, &factions, &my_faction.name, &mut reactions);
}
if pos.y < h - 1 && pos.x > 0 {
evaluate((idx + w as usize) - 1, &factions, &my_faction.name, &mut reactions);
}
if pos.y < h - 1 && pos.x < w - 1 {
evaluate((idx + w as usize) + 1, &factions, &my_faction.name, &mut reactions);
}
let mut done = false;
for reaction in reactions.iter() {
if let Reaction::Attack = reaction.1 {
want_melee.insert(entity, WantsToMelee { target: reaction.0 }).expect("Error inserting melee");
done = true;
}
}
if done {
turn_done.push(entity);
}
}
if done {
turn_done.push(entity);
}
}
// Remove turn from entities that are done
// Remove turn marker for those that are done
for done in turn_done.iter() {
turns.remove(*done);
}

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@ -2,7 +2,7 @@ use super::{
gamelog, Attributes, Equipped, GrantsXP, InBackpack, Item, LootTable, Map, Name, ParticleBuilder, Player, Pools,
Position, RunState, SufferDamage,
};
use crate::gamesystem::{mana_per_level, player_hp_per_level};
use crate::gamesystem::{hp_per_level, mana_per_level};
use rltk::prelude::*;
use specs::prelude::*;
@ -98,7 +98,7 @@ impl<'a> System<'a> for DamageSystem {
}
}
// Roll for HP gain this level
let hp_gained = player_hp_per_level(
let hp_gained = hp_per_level(
&mut rng,
player_attributes.constitution.base + player_attributes.constitution.modifiers,
);

180
src/effects/damage.rs Normal file
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@ -0,0 +1,180 @@
use super::{add_effect, targeting, EffectSpawner, EffectType, Entity, Targets, World};
use crate::{
gamelog,
gamesystem::{hp_per_level, mana_per_level},
Attributes, GrantsXP, Map, Player, Pools, DEFAULT_PARTICLE_LIFETIME, LONG_PARTICLE_LIFETIME,
};
use rltk::prelude::*;
use specs::prelude::*;
pub fn inflict_damage(ecs: &mut World, damage: &EffectSpawner, target: Entity) {
let mut pools = ecs.write_storage::<Pools>();
if let Some(target_pool) = pools.get_mut(target) {
if !target_pool.god {
if let EffectType::Damage { amount } = damage.effect_type {
target_pool.hit_points.current -= amount;
add_effect(None, EffectType::Bloodstain, Targets::Entity { target });
add_effect(
None,
EffectType::Particle {
glyph: to_cp437('‼'),
fg: RGB::named(ORANGE),
bg: RGB::named(BLACK),
lifespan: DEFAULT_PARTICLE_LIFETIME,
delay: 0.0,
},
Targets::Entity { target },
);
if target_pool.hit_points.current < 1 {
add_effect(damage.source, EffectType::EntityDeath, Targets::Entity { target });
}
}
}
}
}
pub fn bloodstain(ecs: &mut World, target: usize) {
let mut map = ecs.fetch_mut::<Map>();
// If the current tile isn't bloody, bloody it.
if !map.bloodstains.contains(&target) {
map.bloodstains.insert(target);
return;
}
let mut spread: i32 = target as i32;
let mut attempts: i32 = 0;
// Otherwise, roll to move one tile in any direction.
// If this tile isn't bloody, bloody it. If not, loop.
loop {
let mut rng = ecs.write_resource::<RandomNumberGenerator>();
attempts += 1;
spread = match rng.roll_dice(1, 8) {
1 => spread + 1,
2 => spread - 1,
3 => spread + 1 + map.width,
4 => spread - 1 + map.width,
5 => spread + 1 - map.width,
6 => spread - 1 - map.width,
7 => spread + map.width,
_ => spread - map.width,
};
// - If we're in bounds and the tile is unbloodied, bloody it and return.
// - If we ever leave bounds, return.
// - Roll a dice on each failed attempt, with an increasing change to return (soft-capping max spread)
if spread > 0 && spread < (map.height * map.width) {
if !map.bloodstains.contains(&(spread as usize)) {
map.bloodstains.insert(spread as usize);
return;
}
if rng.roll_dice(1, 10 - attempts) == 1 {
return;
}
} else {
return;
}
}
}
pub fn entity_death(ecs: &mut World, effect: &EffectSpawner, target: Entity) {
let mut xp_gain = 0;
let mut pools = ecs.write_storage::<Pools>();
let attributes = ecs.read_storage::<Attributes>();
console::log("HERE");
// If the target has a position, remove it from the SpatialMap.
if let Some(pos) = targeting::entity_position(ecs, target) {
console::log("HEREE");
crate::spatial::remove_entity(target, pos as usize);
console::log("HEREEE");
}
// If the target was killed by a source, cont.
if let Some(source) = effect.source {
// Calc XP value of target.
if let Some(xp_value) = ecs.read_storage::<GrantsXP>().get(target) {
xp_gain += xp_value.amount;
}
// If there was XP, run through XP-gain and level-up.
if xp_gain != 0 {
let mut source_pools = pools.get_mut(source).unwrap();
let source_attributes = attributes.get(source).unwrap();
source_pools.xp += xp_gain;
let mut next_level_requirement = -1;
if source_pools.level < 10 {
next_level_requirement = 20 * 2_i32.pow(source_pools.level as u32 - 1);
} else if source_pools.level < 20 {
next_level_requirement = 10000 * 2_i32.pow(source_pools.level as u32 - 10);
} else if source_pools.level < 30 {
next_level_requirement = 10000000 * (source_pools.level - 19);
}
if next_level_requirement != -1 && source_pools.xp >= next_level_requirement {
source_pools.level += 1;
// If it was the PLAYER that levelled up:
if ecs.read_storage::<Player>().get(source).is_some() {
gamelog::record_event("player_level", 1);
gamelog::Logger::new()
.append("Welcome to experience level")
.append(source_pools.level)
.append(".")
.log();
let player_pos = ecs.fetch::<Point>();
let map = ecs.fetch_mut::<Map>();
for i in 0..5 {
if player_pos.y - i > 1 {
add_effect(
None,
EffectType::Particle {
glyph: to_cp437('░'),
fg: RGB::named(GOLD),
bg: RGB::named(BLACK),
lifespan: LONG_PARTICLE_LIFETIME,
delay: i as f32 * 100.0,
},
Targets::Tile { target: map.xy_idx(player_pos.x, player_pos.y - i) },
);
if i > 2 {
add_effect(
None,
EffectType::Particle {
glyph: to_cp437('░'),
fg: RGB::named(GOLD),
bg: RGB::named(BLACK),
lifespan: LONG_PARTICLE_LIFETIME,
delay: i as f32 * 100.0,
},
Targets::Tile { target: map.xy_idx(player_pos.x + (i - 2), player_pos.y - i) },
);
add_effect(
None,
EffectType::Particle {
glyph: to_cp437('░'),
fg: RGB::named(GOLD),
bg: RGB::named(BLACK),
lifespan: LONG_PARTICLE_LIFETIME,
delay: i as f32 * 100.0,
},
Targets::Tile { target: map.xy_idx(player_pos.x - (i - 2), player_pos.y - i) },
);
}
}
}
} else {
console::log("DEBUGINFO: Something other than the player levelled up.");
// TODO: Growing up, NPC-specific level-up cases.
}
let mut rng = ecs.write_resource::<RandomNumberGenerator>();
let hp_gained = hp_per_level(
&mut rng,
source_attributes.constitution.base + source_attributes.constitution.modifiers,
);
let mana_gained = mana_per_level(
&mut rng,
source_attributes.intelligence.base + source_attributes.intelligence.modifiers,
);
source_pools.hit_points.max += hp_gained;
source_pools.hit_points.current += hp_gained;
// Roll for MANA gain this level
source_pools.mana.max += mana_gained;
source_pools.mana.current += mana_gained;
}
}
}
}

105
src/effects/mod.rs Normal file
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@ -0,0 +1,105 @@
use crate::spatial;
use rltk::prelude::*;
use specs::prelude::*;
use std::collections::VecDeque;
use std::sync::Mutex;
mod damage;
mod particles;
mod targeting;
lazy_static! {
pub static ref EFFECT_QUEUE: Mutex<VecDeque<EffectSpawner>> = Mutex::new(VecDeque::new());
}
pub enum EffectType {
Damage { amount: i32 },
Bloodstain,
Particle { glyph: FontCharType, fg: RGB, bg: RGB, lifespan: f32, delay: f32 },
EntityDeath,
}
#[derive(Clone)]
pub enum Targets {
Entity { target: Entity },
EntityList { targets: Vec<Entity> },
Tile { target: usize },
TileList { targets: Vec<usize> },
}
pub struct EffectSpawner {
pub source: Option<Entity>,
pub effect_type: EffectType,
pub target: Targets,
}
/// Adds an effect to the effects queue
pub fn add_effect(source: Option<Entity>, effect_type: EffectType, target: Targets) {
let mut lock = EFFECT_QUEUE.lock().unwrap();
lock.push_back(EffectSpawner { source, effect_type, target });
}
/// Iterates through the effects queue, applying each effect to their target.
pub fn run_effects_queue(ecs: &mut World) {
loop {
let effect: Option<EffectSpawner> = EFFECT_QUEUE.lock().unwrap().pop_front();
if let Some(effect) = effect {
target_applicator(ecs, &effect);
} else {
break;
}
}
}
/// Applies an effect to the correct target(s).
fn target_applicator(ecs: &mut World, effect: &EffectSpawner) {
match &effect.target {
Targets::Tile { target } => affect_tile(ecs, effect, *target),
Targets::TileList { targets } => targets.iter().for_each(|target| affect_tile(ecs, effect, *target)),
Targets::Entity { target } => affect_entity(ecs, effect, *target),
Targets::EntityList { targets } => targets.iter().for_each(|target| affect_entity(ecs, effect, *target)),
}
}
/// Checks if a given effect affects entities or not.
fn tile_effect_hits_entities(effect: &EffectType) -> bool {
match effect {
EffectType::Damage { .. } => true,
_ => false,
}
}
/// Runs an effect on a given tile index
fn affect_tile(ecs: &mut World, effect: &EffectSpawner, target: usize) {
if tile_effect_hits_entities(&effect.effect_type) {
spatial::for_each_tile_content(target, |entity| {
affect_entity(ecs, effect, entity);
});
}
match &effect.effect_type {
EffectType::Bloodstain => damage::bloodstain(ecs, target),
EffectType::Particle { .. } => particles::particle_to_tile(ecs, target as i32, &effect),
_ => {}
}
// Run the effect
}
/// Runs an effect on a given entity
fn affect_entity(ecs: &mut World, effect: &EffectSpawner, target: Entity) {
match &effect.effect_type {
EffectType::Damage { .. } => damage::inflict_damage(ecs, effect, target),
EffectType::Bloodstain { .. } => {
if let Some(pos) = targeting::entity_position(ecs, target) {
damage::bloodstain(ecs, pos)
}
}
EffectType::Particle { .. } => {
if let Some(pos) = targeting::entity_position(ecs, target) {
particles::particle_to_tile(ecs, pos as i32, &effect)
}
}
EffectType::EntityDeath => damage::entity_death(ecs, effect, target),
_ => {}
}
}

15
src/effects/particles.rs Normal file
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@ -0,0 +1,15 @@
use super::{EffectSpawner, EffectType};
use crate::{Map, ParticleBuilder};
use specs::prelude::*;
pub fn particle_to_tile(ecs: &mut World, target: i32, effect: &EffectSpawner) {
if let EffectType::Particle { glyph, fg, bg, lifespan, delay } = effect.effect_type {
let map = ecs.fetch::<Map>();
let mut particle_builder = ecs.fetch_mut::<ParticleBuilder>();
if delay <= 0.0 {
particle_builder.request(target % map.width, target / map.width, fg, bg, glyph, lifespan);
} else {
particle_builder.delay(target % map.width, target / map.width, fg, bg, glyph, lifespan, delay);
}
}
}

10
src/effects/targeting.rs Normal file
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@ -0,0 +1,10 @@
use crate::{Map, Position};
use specs::prelude::*;
pub fn entity_position(ecs: &World, target: Entity) -> Option<usize> {
if let Some(position) = ecs.read_storage::<Position>().get(target) {
let map = ecs.fetch::<Map>();
return Some(map.xy_idx(position.x, position.y));
}
return None;
}

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@ -4,7 +4,7 @@ pub fn attr_bonus(value: i32) -> i32 {
return (value - 10) / 2;
}
pub fn player_hp_per_level(rng: &mut rltk::RandomNumberGenerator, constitution: i32) -> i32 {
pub fn hp_per_level(rng: &mut rltk::RandomNumberGenerator, constitution: i32) -> i32 {
return rng.roll_dice(1, 8) + attr_bonus(constitution);
}
@ -12,12 +12,12 @@ pub fn player_hp_per_level(rng: &mut rltk::RandomNumberGenerator, constitution:
pub fn player_hp_at_level(rng: &mut rltk::RandomNumberGenerator, constitution: i32, level: i32) -> i32 {
let mut total = 10 + attr_bonus(constitution);
for _i in 0..level {
total += player_hp_per_level(rng, constitution);
total += hp_per_level(rng, constitution);
}
return total;
}
pub fn npc_hp(rng: &mut rltk::RandomNumberGenerator, constitution: i32, level: i32) -> i32 {
pub fn npc_hp_at_level(rng: &mut rltk::RandomNumberGenerator, constitution: i32, level: i32) -> i32 {
if level == 0 {
return rng.roll_dice(1, 4);
}

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@ -20,8 +20,6 @@ mod saveload_system;
mod spawner;
mod visibility_system;
use visibility_system::VisibilitySystem;
mod map_indexing_system;
use map_indexing_system::MapIndexingSystem;
mod damage_system;
use damage_system::*;
mod hunger_system;
@ -32,6 +30,7 @@ mod inventory;
mod particle_system;
use particle_system::{ParticleBuilder, DEFAULT_PARTICLE_LIFETIME, LONG_PARTICLE_LIFETIME};
mod ai;
mod effects;
mod gamesystem;
mod random_table;
mod rex_assets;
@ -89,7 +88,7 @@ impl State {
}
fn run_systems(&mut self) {
let mut mapindex = MapIndexingSystem {};
let mut mapindex = spatial::MapIndexingSystem {};
let mut vis = VisibilitySystem {};
let mut regen_system = ai::RegenSystem {};
let mut energy = ai::EnergySystem {};
@ -123,6 +122,7 @@ impl State {
item_id_system.run_now(&self.ecs);
melee_system.run_now(&self.ecs);
damage_system.run_now(&self.ecs);
effects::run_effects_queue(&mut self.ecs);
hunger_clock.run_now(&self.ecs);
particle_system.run_now(&self.ecs);

View file

@ -1,7 +1,7 @@
use super::{
effects::{add_effect, EffectType, Targets},
gamelog, gamesystem, ArmourClassBonus, Attributes, EquipmentSlot, Equipped, HungerClock, HungerState, MeleeWeapon,
MultiAttack, Name, NaturalAttacks, ParticleBuilder, Pools, Position, Skill, Skills, SufferDamage, WantsToMelee,
WeaponAttribute,
MultiAttack, Name, NaturalAttacks, ParticleBuilder, Pools, Position, Skill, Skills, WantsToMelee, WeaponAttribute,
};
use specs::prelude::*;
@ -16,7 +16,6 @@ impl<'a> System<'a> for MeleeCombatSystem {
ReadStorage<'a, Attributes>,
ReadStorage<'a, Skills>,
ReadStorage<'a, Pools>,
WriteStorage<'a, SufferDamage>,
WriteExpect<'a, ParticleBuilder>,
ReadStorage<'a, Position>,
ReadStorage<'a, Equipped>,
@ -37,7 +36,6 @@ impl<'a> System<'a> for MeleeCombatSystem {
attributes,
skills,
pools,
mut inflict_damage,
mut particle_builder,
positions,
equipped,
@ -223,7 +221,11 @@ impl<'a> System<'a> for MeleeCombatSystem {
if let Some(pos) = pos {
particle_builder.damage_taken(pos.x, pos.y)
}
SufferDamage::new_damage(&mut inflict_damage, wants_melee.target, damage, entity == *player_entity);
add_effect(
Some(entity),
EffectType::Damage { amount: damage },
Targets::Entity { target: wants_melee.target },
);
if entity == *player_entity {
something_to_log = true;
logger = logger // You hit the <name>.

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@ -408,7 +408,7 @@ pub fn spawn_named_mob(
// Should really use existing RNG here
let mut rng = rltk::RandomNumberGenerator::new();
let mob_hp = npc_hp(&mut rng, mob_con, mob_level);
let mob_hp = npc_hp_at_level(&mut rng, mob_con, mob_level);
let mob_mana = mana_at_level(&mut rng, mob_int, mob_level);
let mob_bac = if mob_template.bac.is_some() { mob_template.bac.unwrap() } else { 10 };

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@ -1,4 +1,4 @@
use super::{spatial, BlocksTile, Map, Pools, Position};
use crate::{spatial, BlocksTile, Map, Pools, Position};
use specs::prelude::*;
pub struct MapIndexingSystem {}

View file

@ -2,6 +2,9 @@ use crate::{tile_walkable, Map, RunState};
use specs::prelude::*;
use std::sync::Mutex;
mod map_indexing_system;
pub use map_indexing_system::MapIndexingSystem;
struct SpatialMap {
blocked: Vec<(bool, bool)>,
tile_content: Vec<Vec<(Entity, bool)>>,

View file

@ -1,6 +1,7 @@
use super::{
effects::{add_effect, EffectType, Targets},
gamelog, Confusion, EntityMoved, EntryTrigger, Hidden, InflictsDamage, Map, Name, ParticleBuilder, Position,
SingleActivation, SufferDamage,
SingleActivation,
};
use specs::prelude::*;
@ -15,7 +16,6 @@ impl<'a> System<'a> for TriggerSystem {
ReadStorage<'a, EntryTrigger>,
ReadStorage<'a, InflictsDamage>,
WriteStorage<'a, Confusion>,
WriteStorage<'a, SufferDamage>,
WriteStorage<'a, Hidden>,
ReadStorage<'a, SingleActivation>,
ReadStorage<'a, Name>,
@ -32,7 +32,6 @@ impl<'a> System<'a> for TriggerSystem {
entry_trigger,
inflicts_damage,
mut confusion,
mut inflict_damage,
mut hidden,
single_activation,
names,
@ -63,7 +62,11 @@ impl<'a> System<'a> for TriggerSystem {
if let Some(damage) = damage {
let damage_roll = rng.roll_dice(damage.n_dice, damage.sides) + damage.modifier;
particle_builder.damage_taken(pos.x, pos.y);
SufferDamage::new_damage(&mut inflict_damage, entity, damage_roll, false);
add_effect(
None,
EffectType::Damage { amount: damage_roll },
Targets::Entity { target: entity },
);
}
let confuses = confusion.get(entity_id);