Beginning the conversion to an Effects system
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13 changed files with 382 additions and 67 deletions
180
src/effects/damage.rs
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180
src/effects/damage.rs
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use super::{add_effect, targeting, EffectSpawner, EffectType, Entity, Targets, World};
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use crate::{
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gamelog,
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gamesystem::{hp_per_level, mana_per_level},
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Attributes, GrantsXP, Map, Player, Pools, DEFAULT_PARTICLE_LIFETIME, LONG_PARTICLE_LIFETIME,
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};
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use rltk::prelude::*;
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use specs::prelude::*;
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pub fn inflict_damage(ecs: &mut World, damage: &EffectSpawner, target: Entity) {
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let mut pools = ecs.write_storage::<Pools>();
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if let Some(target_pool) = pools.get_mut(target) {
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if !target_pool.god {
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if let EffectType::Damage { amount } = damage.effect_type {
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target_pool.hit_points.current -= amount;
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add_effect(None, EffectType::Bloodstain, Targets::Entity { target });
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add_effect(
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None,
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EffectType::Particle {
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glyph: to_cp437('‼'),
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fg: RGB::named(ORANGE),
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bg: RGB::named(BLACK),
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lifespan: DEFAULT_PARTICLE_LIFETIME,
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delay: 0.0,
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},
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Targets::Entity { target },
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);
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if target_pool.hit_points.current < 1 {
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add_effect(damage.source, EffectType::EntityDeath, Targets::Entity { target });
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}
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}
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}
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}
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}
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pub fn bloodstain(ecs: &mut World, target: usize) {
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let mut map = ecs.fetch_mut::<Map>();
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// If the current tile isn't bloody, bloody it.
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if !map.bloodstains.contains(&target) {
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map.bloodstains.insert(target);
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return;
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}
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let mut spread: i32 = target as i32;
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let mut attempts: i32 = 0;
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// Otherwise, roll to move one tile in any direction.
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// If this tile isn't bloody, bloody it. If not, loop.
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loop {
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let mut rng = ecs.write_resource::<RandomNumberGenerator>();
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attempts += 1;
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spread = match rng.roll_dice(1, 8) {
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1 => spread + 1,
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2 => spread - 1,
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3 => spread + 1 + map.width,
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4 => spread - 1 + map.width,
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5 => spread + 1 - map.width,
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6 => spread - 1 - map.width,
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7 => spread + map.width,
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_ => spread - map.width,
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};
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// - If we're in bounds and the tile is unbloodied, bloody it and return.
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// - If we ever leave bounds, return.
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// - Roll a dice on each failed attempt, with an increasing change to return (soft-capping max spread)
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if spread > 0 && spread < (map.height * map.width) {
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if !map.bloodstains.contains(&(spread as usize)) {
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map.bloodstains.insert(spread as usize);
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return;
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}
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if rng.roll_dice(1, 10 - attempts) == 1 {
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return;
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}
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} else {
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return;
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}
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}
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}
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pub fn entity_death(ecs: &mut World, effect: &EffectSpawner, target: Entity) {
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let mut xp_gain = 0;
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let mut pools = ecs.write_storage::<Pools>();
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let attributes = ecs.read_storage::<Attributes>();
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console::log("HERE");
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// If the target has a position, remove it from the SpatialMap.
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if let Some(pos) = targeting::entity_position(ecs, target) {
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console::log("HEREE");
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crate::spatial::remove_entity(target, pos as usize);
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console::log("HEREEE");
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}
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// If the target was killed by a source, cont.
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if let Some(source) = effect.source {
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// Calc XP value of target.
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if let Some(xp_value) = ecs.read_storage::<GrantsXP>().get(target) {
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xp_gain += xp_value.amount;
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}
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// If there was XP, run through XP-gain and level-up.
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if xp_gain != 0 {
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let mut source_pools = pools.get_mut(source).unwrap();
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let source_attributes = attributes.get(source).unwrap();
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source_pools.xp += xp_gain;
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let mut next_level_requirement = -1;
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if source_pools.level < 10 {
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next_level_requirement = 20 * 2_i32.pow(source_pools.level as u32 - 1);
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} else if source_pools.level < 20 {
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next_level_requirement = 10000 * 2_i32.pow(source_pools.level as u32 - 10);
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} else if source_pools.level < 30 {
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next_level_requirement = 10000000 * (source_pools.level - 19);
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}
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if next_level_requirement != -1 && source_pools.xp >= next_level_requirement {
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source_pools.level += 1;
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// If it was the PLAYER that levelled up:
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if ecs.read_storage::<Player>().get(source).is_some() {
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gamelog::record_event("player_level", 1);
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gamelog::Logger::new()
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.append("Welcome to experience level")
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.append(source_pools.level)
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.append(".")
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.log();
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let player_pos = ecs.fetch::<Point>();
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let map = ecs.fetch_mut::<Map>();
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for i in 0..5 {
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if player_pos.y - i > 1 {
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add_effect(
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None,
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EffectType::Particle {
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glyph: to_cp437('░'),
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fg: RGB::named(GOLD),
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bg: RGB::named(BLACK),
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lifespan: LONG_PARTICLE_LIFETIME,
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delay: i as f32 * 100.0,
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},
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Targets::Tile { target: map.xy_idx(player_pos.x, player_pos.y - i) },
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);
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if i > 2 {
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add_effect(
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None,
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EffectType::Particle {
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glyph: to_cp437('░'),
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fg: RGB::named(GOLD),
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bg: RGB::named(BLACK),
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lifespan: LONG_PARTICLE_LIFETIME,
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delay: i as f32 * 100.0,
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},
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Targets::Tile { target: map.xy_idx(player_pos.x + (i - 2), player_pos.y - i) },
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);
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add_effect(
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None,
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EffectType::Particle {
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glyph: to_cp437('░'),
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fg: RGB::named(GOLD),
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bg: RGB::named(BLACK),
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lifespan: LONG_PARTICLE_LIFETIME,
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delay: i as f32 * 100.0,
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},
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Targets::Tile { target: map.xy_idx(player_pos.x - (i - 2), player_pos.y - i) },
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);
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}
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}
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}
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} else {
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console::log("DEBUGINFO: Something other than the player levelled up.");
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// TODO: Growing up, NPC-specific level-up cases.
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}
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let mut rng = ecs.write_resource::<RandomNumberGenerator>();
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let hp_gained = hp_per_level(
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&mut rng,
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source_attributes.constitution.base + source_attributes.constitution.modifiers,
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);
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let mana_gained = mana_per_level(
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&mut rng,
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source_attributes.intelligence.base + source_attributes.intelligence.modifiers,
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);
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source_pools.hit_points.max += hp_gained;
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source_pools.hit_points.current += hp_gained;
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// Roll for MANA gain this level
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source_pools.mana.max += mana_gained;
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source_pools.mana.current += mana_gained;
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}
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}
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}
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}
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105
src/effects/mod.rs
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105
src/effects/mod.rs
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@ -0,0 +1,105 @@
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use crate::spatial;
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use rltk::prelude::*;
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use specs::prelude::*;
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use std::collections::VecDeque;
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use std::sync::Mutex;
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mod damage;
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mod particles;
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mod targeting;
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lazy_static! {
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pub static ref EFFECT_QUEUE: Mutex<VecDeque<EffectSpawner>> = Mutex::new(VecDeque::new());
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}
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pub enum EffectType {
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Damage { amount: i32 },
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Bloodstain,
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Particle { glyph: FontCharType, fg: RGB, bg: RGB, lifespan: f32, delay: f32 },
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EntityDeath,
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}
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#[derive(Clone)]
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pub enum Targets {
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Entity { target: Entity },
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EntityList { targets: Vec<Entity> },
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Tile { target: usize },
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TileList { targets: Vec<usize> },
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}
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pub struct EffectSpawner {
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pub source: Option<Entity>,
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pub effect_type: EffectType,
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pub target: Targets,
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}
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/// Adds an effect to the effects queue
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pub fn add_effect(source: Option<Entity>, effect_type: EffectType, target: Targets) {
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let mut lock = EFFECT_QUEUE.lock().unwrap();
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lock.push_back(EffectSpawner { source, effect_type, target });
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}
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/// Iterates through the effects queue, applying each effect to their target.
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pub fn run_effects_queue(ecs: &mut World) {
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loop {
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let effect: Option<EffectSpawner> = EFFECT_QUEUE.lock().unwrap().pop_front();
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if let Some(effect) = effect {
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target_applicator(ecs, &effect);
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} else {
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break;
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}
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}
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}
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/// Applies an effect to the correct target(s).
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fn target_applicator(ecs: &mut World, effect: &EffectSpawner) {
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match &effect.target {
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Targets::Tile { target } => affect_tile(ecs, effect, *target),
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Targets::TileList { targets } => targets.iter().for_each(|target| affect_tile(ecs, effect, *target)),
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Targets::Entity { target } => affect_entity(ecs, effect, *target),
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Targets::EntityList { targets } => targets.iter().for_each(|target| affect_entity(ecs, effect, *target)),
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}
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}
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/// Checks if a given effect affects entities or not.
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fn tile_effect_hits_entities(effect: &EffectType) -> bool {
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match effect {
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EffectType::Damage { .. } => true,
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_ => false,
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}
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}
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/// Runs an effect on a given tile index
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fn affect_tile(ecs: &mut World, effect: &EffectSpawner, target: usize) {
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if tile_effect_hits_entities(&effect.effect_type) {
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spatial::for_each_tile_content(target, |entity| {
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affect_entity(ecs, effect, entity);
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});
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}
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match &effect.effect_type {
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EffectType::Bloodstain => damage::bloodstain(ecs, target),
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EffectType::Particle { .. } => particles::particle_to_tile(ecs, target as i32, &effect),
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_ => {}
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}
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// Run the effect
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}
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/// Runs an effect on a given entity
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fn affect_entity(ecs: &mut World, effect: &EffectSpawner, target: Entity) {
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match &effect.effect_type {
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EffectType::Damage { .. } => damage::inflict_damage(ecs, effect, target),
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EffectType::Bloodstain { .. } => {
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if let Some(pos) = targeting::entity_position(ecs, target) {
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damage::bloodstain(ecs, pos)
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}
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}
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EffectType::Particle { .. } => {
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if let Some(pos) = targeting::entity_position(ecs, target) {
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particles::particle_to_tile(ecs, pos as i32, &effect)
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}
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}
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EffectType::EntityDeath => damage::entity_death(ecs, effect, target),
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_ => {}
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}
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}
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15
src/effects/particles.rs
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15
src/effects/particles.rs
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@ -0,0 +1,15 @@
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use super::{EffectSpawner, EffectType};
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use crate::{Map, ParticleBuilder};
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use specs::prelude::*;
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pub fn particle_to_tile(ecs: &mut World, target: i32, effect: &EffectSpawner) {
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if let EffectType::Particle { glyph, fg, bg, lifespan, delay } = effect.effect_type {
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let map = ecs.fetch::<Map>();
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let mut particle_builder = ecs.fetch_mut::<ParticleBuilder>();
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if delay <= 0.0 {
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particle_builder.request(target % map.width, target / map.width, fg, bg, glyph, lifespan);
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} else {
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particle_builder.delay(target % map.width, target / map.width, fg, bg, glyph, lifespan, delay);
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}
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}
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}
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10
src/effects/targeting.rs
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10
src/effects/targeting.rs
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@ -0,0 +1,10 @@
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use crate::{Map, Position};
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use specs::prelude::*;
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pub fn entity_position(ecs: &World, target: Entity) -> Option<usize> {
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if let Some(position) = ecs.read_storage::<Position>().get(target) {
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let map = ecs.fetch::<Map>();
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return Some(map.xy_idx(position.x, position.y));
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}
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return None;
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}
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