129 lines
5.2 KiB
Rust
129 lines
5.2 KiB
Rust
use super::{
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gamelog, gui::renderable_colour, Equipped, InBackpack, Item, LootTable, Name, Player, Pools, Position, Renderable,
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RunState,
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};
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use rltk::prelude::*;
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use specs::prelude::*;
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pub fn delete_the_dead(ecs: &mut World) {
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let mut dead: Vec<Entity> = Vec::new();
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// Using scope to make borrow checker happy
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{
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let combat_stats = ecs.read_storage::<Pools>();
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let players = ecs.read_storage::<Player>();
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let names = ecs.read_storage::<Name>();
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let items = ecs.read_storage::<Item>();
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let entities = ecs.entities();
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let renderables = ecs.read_storage::<Renderable>();
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for (entity, stats) in (&entities, &combat_stats).join() {
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if stats.hit_points.current < 1 {
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let player = players.get(entity);
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match player {
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None => {
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let victim_name = names.get(entity);
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if let Some(victim_name) = victim_name {
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let item = items.get(entity);
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if let Some(_item) = item {
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gamelog::Logger::new()
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.append("The")
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.colour(renderable_colour(&renderables, entity))
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.append(&victim_name.name)
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.colour(rltk::WHITE)
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.append("is destroyed!")
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.log();
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} else {
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gamelog::Logger::new()
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.append("The")
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.colour(renderable_colour(&renderables, entity))
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.append(&victim_name.name)
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.colour(rltk::WHITE)
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.append("dies!")
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.log();
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}
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}
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dead.push(entity)
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}
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// The player died, go to GameOver.
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Some(_) => {
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let mut runstate = ecs.write_resource::<RunState>();
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*runstate = RunState::GameOver;
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}
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}
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}
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}
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}
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let (items_to_delete, loot_to_spawn) = handle_dead_entity_items(ecs, &dead);
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for loot in loot_to_spawn {
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crate::raws::spawn_named_entity(
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&crate::raws::RAWS.lock().unwrap(),
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ecs,
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&loot.0,
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None,
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crate::raws::SpawnType::AtPosition { x: loot.1.x, y: loot.1.y },
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0,
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);
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}
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for item in items_to_delete {
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ecs.delete_entity(item).expect("Unable to delete item.");
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}
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// For everything that died, increment the event log, and delete.
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for victim in dead {
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gamelog::record_event("death_count", 1);
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ecs.delete_entity(victim).expect("Unable to delete.");
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}
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}
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fn handle_dead_entity_items(ecs: &mut World, dead: &Vec<Entity>) -> (Vec<Entity>, Vec<(String, Position)>) {
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let mut to_drop: Vec<(Entity, Position)> = Vec::new();
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let mut to_spawn: Vec<(String, Position)> = Vec::new();
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let entities = ecs.entities();
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let mut equipped = ecs.write_storage::<Equipped>();
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let mut carried = ecs.write_storage::<InBackpack>();
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let mut positions = ecs.write_storage::<Position>();
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let loot_tables = ecs.read_storage::<LootTable>();
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let mut rng = ecs.write_resource::<RandomNumberGenerator>();
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// Make list of every item in every dead thing's inv/equip
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for victim in dead.iter() {
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let pos = positions.get(*victim);
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for (entity, equipped) in (&entities, &equipped).join() {
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if equipped.owner == *victim {
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// Push equipped item entities and positions
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if let Some(pos) = pos {
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to_drop.push((entity, pos.clone()));
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}
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}
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}
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for (entity, backpack) in (&entities, &carried).join() {
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if backpack.owner == *victim {
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// Push backpack item entities and positions
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if let Some(pos) = pos {
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to_drop.push((entity, pos.clone()));
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}
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}
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}
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if let Some(table) = loot_tables.get(*victim) {
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let roll: f32 = rng.rand();
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if roll < table.chance {
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let potential_drop =
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crate::raws::roll_on_loot_table(&crate::raws::RAWS.lock().unwrap(), &mut rng, &table.table);
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if let Some(id) = potential_drop {
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if let Some(pos) = pos {
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to_spawn.push((id, pos.clone()));
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}
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}
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}
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}
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}
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const DROP_ONE_IN_THIS_MANY_TIMES: i32 = 6;
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let mut to_return: Vec<Entity> = Vec::new();
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for drop in to_drop.iter() {
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if rng.roll_dice(1, DROP_ONE_IN_THIS_MANY_TIMES) == 1 {
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equipped.remove(drop.0);
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carried.remove(drop.0);
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positions.insert(drop.0, drop.1.clone()).expect("Unable to insert Position{}.");
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} else {
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to_return.push(drop.0);
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}
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}
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return (to_return, to_spawn);
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}
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