Beginning the conversion to an Effects system
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13 changed files with 382 additions and 67 deletions
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@ -16,59 +16,56 @@ impl<'a> System<'a> for AdjacentAI {
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);
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fn run(&mut self, data: Self::SystemData) {
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let (mut turns, factions, positions, map, mut wants_to_melee, entities, player) = data;
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let (mut turns, factions, positions, map, mut want_melee, entities, player) = data;
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let mut turn_done: Vec<Entity> = Vec::new();
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for (entity, _turn, faction, pos) in (&entities, &turns, &factions, &positions).join() {
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if entity == *player {
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continue;
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}
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let mut reactions: Vec<(Entity, Reaction)> = Vec::new();
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let idx = map.xy_idx(pos.x, pos.y);
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let (w, h) = (map.width, map.height);
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// Evaluate adjacent squares, add possible reactions
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let mut eval_idx: usize = idx;
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if pos.x > 0 {
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eval_idx = idx - 1;
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}
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if pos.x < w - 1 {
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eval_idx = idx + 1;
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}
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if pos.y > 0 {
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eval_idx = idx - w as usize;
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}
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if pos.y < h - 1 {
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eval_idx = idx + w as usize;
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}
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if pos.y > 0 && pos.x > 0 {
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eval_idx = (idx - w as usize) - 1;
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}
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if pos.y > 0 && pos.x < w - 1 {
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eval_idx = (idx - w as usize) + 1;
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}
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if pos.y < h - 1 && pos.x > 0 {
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eval_idx = (idx + w as usize) - 1;
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}
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if pos.y < h - 1 && pos.x < w - 1 {
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eval_idx = (idx + w as usize) + 1;
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}
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if eval_idx != idx {
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evaluate(eval_idx, &factions, &faction.name, &mut reactions);
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}
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let mut done = false;
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for reaction in reactions.iter() {
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if let Reaction::Attack = reaction.1 {
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wants_to_melee
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.insert(entity, WantsToMelee { target: reaction.0 })
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.expect("Error inserting WantsToMelee");
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done = true;
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for (entity, _turn, my_faction, pos) in (&entities, &turns, &factions, &positions).join() {
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if entity != *player {
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let mut reactions: Vec<(Entity, Reaction)> = Vec::new();
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let idx = map.xy_idx(pos.x, pos.y);
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let w = map.width;
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let h = map.height;
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// Add possible reactions to adjacents for each direction
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if pos.x > 0 {
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evaluate(idx - 1, &factions, &my_faction.name, &mut reactions);
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}
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if pos.x < w - 1 {
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evaluate(idx + 1, &factions, &my_faction.name, &mut reactions);
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}
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if pos.y > 0 {
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evaluate(idx - w as usize, &factions, &my_faction.name, &mut reactions);
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}
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if pos.y < h - 1 {
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evaluate(idx + w as usize, &factions, &my_faction.name, &mut reactions);
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}
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if pos.y > 0 && pos.x > 0 {
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evaluate((idx - w as usize) - 1, &factions, &my_faction.name, &mut reactions);
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}
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if pos.y > 0 && pos.x < w - 1 {
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evaluate((idx - w as usize) + 1, &factions, &my_faction.name, &mut reactions);
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}
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if pos.y < h - 1 && pos.x > 0 {
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evaluate((idx + w as usize) - 1, &factions, &my_faction.name, &mut reactions);
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}
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if pos.y < h - 1 && pos.x < w - 1 {
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evaluate((idx + w as usize) + 1, &factions, &my_faction.name, &mut reactions);
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}
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let mut done = false;
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for reaction in reactions.iter() {
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if let Reaction::Attack = reaction.1 {
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want_melee.insert(entity, WantsToMelee { target: reaction.0 }).expect("Error inserting melee");
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done = true;
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}
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}
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if done {
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turn_done.push(entity);
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}
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}
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if done {
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turn_done.push(entity);
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}
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}
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// Remove turn from entities that are done
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// Remove turn marker for those that are done
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for done in turn_done.iter() {
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turns.remove(*done);
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}
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