use rltk::RGB; use serde::{Deserialize, Serialize}; use specs::error::NoError; use specs::prelude::*; use specs::saveload::{ConvertSaveload, Marker}; use specs_derive::*; use std::collections::HashMap; // Serialization helper code. We need to implement ConvertSaveload for each type that contains an // Entity. pub struct SerializeMe; // Special component that exists to help serialize the game data #[derive(Component, Serialize, Deserialize, Clone)] pub struct SerializationHelper { pub map: super::map::Map, pub log: Vec>, pub events: HashMap, } #[derive(Component, ConvertSaveload, Clone)] pub struct Position { pub x: i32, pub y: i32, } #[derive(Component, ConvertSaveload, Clone)] pub struct Renderable { pub glyph: rltk::FontCharType, pub fg: RGB, pub bg: RGB, pub render_order: i32, } #[derive(Component, Debug, Serialize, Deserialize, Clone)] pub struct Player {} #[derive(Component, Debug, Serialize, Deserialize, Clone)] pub struct Monster {} #[derive(Component, ConvertSaveload, Clone)] pub struct Viewshed { pub visible_tiles: Vec, pub range: i32, pub dirty: bool, } #[derive(Component, Debug, ConvertSaveload, Clone)] pub struct Name { pub name: String, } #[derive(Component, Debug, Serialize, Deserialize, Clone)] pub struct BlocksTile {} #[derive(Component, Debug, ConvertSaveload, Clone)] pub struct CombatStats { pub max_hp: i32, pub hp: i32, pub defence: i32, pub power: i32, } #[derive(Component, Debug, ConvertSaveload, Clone)] pub struct WantsToMelee { pub target: Entity, } #[derive(Component, Debug, ConvertSaveload, Clone)] pub struct SufferDamage { pub amount: Vec, } impl SufferDamage { pub fn new_damage(store: &mut WriteStorage, victim: Entity, amount: i32) { if let Some(suffering) = store.get_mut(victim) { suffering.amount.push(amount); } else { let dmg = SufferDamage { amount: vec![amount] }; store.insert(victim, dmg).expect("Unable to insert damage."); } } } #[derive(Component, Debug, Serialize, Deserialize, Clone)] pub struct Item {} #[derive(Component, Debug, Serialize, Deserialize, Clone)] pub struct Cursed {} #[derive(Component, Debug, ConvertSaveload, Clone)] pub struct ProvidesHealing { pub amount: i32, } #[derive(Component, Debug, ConvertSaveload, Clone)] pub struct InflictsDamage { pub amount: i32, } #[derive(Component, Debug, ConvertSaveload, Clone)] pub struct Ranged { pub range: i32, } #[derive(Component, Debug, ConvertSaveload, Clone)] pub struct AOE { pub radius: i32, } #[derive(Component, Debug, ConvertSaveload, Clone)] pub struct Confusion { pub turns: i32, } #[derive(Component, Serialize, Deserialize, Clone)] pub struct MagicMapper {} #[derive(Component, Debug, ConvertSaveload)] pub struct InBackpack { pub owner: Entity, } #[derive(Component, Debug, ConvertSaveload)] pub struct WantsToPickupItem { pub collected_by: Entity, pub item: Entity, } #[derive(Component, Debug, ConvertSaveload)] pub struct WantsToDropItem { pub item: Entity, } #[derive(Component, Debug, ConvertSaveload)] pub struct WantsToUseItem { pub item: Entity, pub target: Option, } #[derive(Component, Debug, Serialize, Deserialize, Clone)] pub struct Consumable {} #[derive(Component, Debug, Serialize, Deserialize, Clone)] pub struct Destructible {} #[derive(Component, Clone, ConvertSaveload)] pub struct ParticleLifetime { pub lifetime_ms: f32, }