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

180
src/effects/damage.rs Normal file
View file

@ -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;
}
}
}
}