rust-rl/src/effects/mod.rs
Llywelwyn 85efe13dc5 made the switch to using bracket-lib directly, instead of rltk wrapper
this should solve the build issues; it makes using the non-crashing github build a lot easier, because it lets the explicit rltk dependency be removed.
2023-09-05 02:23:31 +01:00

182 lines
5.3 KiB
Rust

use super::BUC;
use crate::spatial;
use bracket_lib::prelude::*;
use specs::prelude::*;
use std::collections::VecDeque;
use std::sync::Mutex;
mod damage;
mod hunger;
mod particles;
mod targeting;
mod triggers;
pub use targeting::aoe_tiles;
lazy_static! {
pub static ref EFFECT_QUEUE: Mutex<VecDeque<EffectSpawner>> = Mutex::new(VecDeque::new());
}
lazy_static! {
pub static ref DEAD_ENTITIES: Mutex<VecDeque<Entity>> = Mutex::new(VecDeque::new());
}
pub enum EffectType {
Damage {
amount: i32,
},
Healing {
amount: i32,
increment_max: bool,
},
Confusion {
turns: i32,
},
Bloodstain {
colour: RGB,
},
Particle {
glyph: FontCharType,
fg: RGB,
bg: RGB,
lifespan: f32,
delay: f32,
},
EntityDeath,
ItemUse {
item: Entity,
},
ModifyNutrition {
amount: i32,
},
TriggerFire {
trigger: Entity,
},
}
#[derive(Clone)]
#[allow(dead_code)]
pub enum Targets {
Entity {
target: Entity,
},
EntityList {
targets: Vec<Entity>,
},
Tile {
target: usize,
},
TileList {
targets: Vec<usize>,
},
}
pub struct EffectSpawner {
pub source: Option<Entity>,
pub effect_type: EffectType,
pub target: Targets,
}
/// Adds an effect to the effects queue
pub fn add_effect(source: Option<Entity>, effect_type: EffectType, target: Targets) {
let mut lock = EFFECT_QUEUE.lock().unwrap();
lock.push_back(EffectSpawner { source, effect_type, target });
}
/// Iterates through the effects queue, applying each effect to their target.
pub fn run_effects_queue(ecs: &mut World) {
// First removes any effect in the EFFECT_QUEUE with a dead entity as its source.
loop {
let dead_entity: Option<Entity> = DEAD_ENTITIES.lock().unwrap().pop_front();
if let Some(dead_entity) = dead_entity {
EFFECT_QUEUE.lock()
.unwrap()
.retain(|x| x.source != Some(dead_entity));
} else {
break;
}
}
// Then runs every effect that remains in the queue.
loop {
let effect: Option<EffectSpawner> = EFFECT_QUEUE.lock().unwrap().pop_front();
if let Some(effect) = effect {
target_applicator(ecs, &effect);
} else {
break;
}
}
}
/// Applies an effect to the correct target(s).
fn target_applicator(ecs: &mut World, effect: &EffectSpawner) {
// Item use is handled differently - it creates other effects with itself
// as the source, passing all effects attached to the item into the queue.
if let EffectType::ItemUse { item } = effect.effect_type {
triggers::item_trigger(effect.source, item, &effect.target, ecs);
return;
} else if let EffectType::TriggerFire { trigger } = effect.effect_type {
triggers::trigger(effect.source, trigger, &effect.target, ecs);
return;
}
// Otherwise, just match the effect and enact it directly.
match &effect.target {
Targets::Tile { target } => affect_tile(ecs, effect, *target),
Targets::TileList { targets } =>
targets.iter().for_each(|target| affect_tile(ecs, effect, *target)),
Targets::Entity { target } => affect_entity(ecs, effect, *target),
Targets::EntityList { targets } =>
targets.iter().for_each(|target| affect_entity(ecs, effect, *target)),
}
}
/// Runs an effect on a given tile index
fn affect_tile(ecs: &mut World, effect: &EffectSpawner, target: usize) {
if tile_effect_hits_entities(&effect.effect_type) {
spatial::for_each_tile_content(target, |entity| {
affect_entity(ecs, effect, entity);
});
}
match &effect.effect_type {
EffectType::Particle { .. } => particles::particle_to_tile(ecs, target as i32, &effect),
_ => {}
}
// Run the effect
}
/// Checks if a given effect affects entities or not.
fn tile_effect_hits_entities(effect: &EffectType) -> bool {
match effect {
EffectType::Damage { .. } => true,
EffectType::Healing { .. } => true,
EffectType::ModifyNutrition { .. } => true,
EffectType::Confusion { .. } => true,
_ => false,
}
}
/// Runs an effect on a given entity
fn affect_entity(ecs: &mut World, effect: &EffectSpawner, target: Entity) {
match &effect.effect_type {
EffectType::Damage { .. } => damage::inflict_damage(ecs, effect, target),
EffectType::Healing { .. } => damage::heal_damage(ecs, effect, target),
EffectType::Confusion { .. } => damage::add_confusion(ecs, effect, target),
EffectType::Bloodstain { colour } => {
if let Some(pos) = targeting::entity_position(ecs, target) {
damage::bloodstain(ecs, pos, *colour);
}
}
EffectType::Particle { .. } => {
if let Some(pos) = targeting::entity_position(ecs, target) {
particles::particle_to_tile(ecs, pos as i32, &effect)
}
}
EffectType::EntityDeath => damage::entity_death(ecs, effect, target),
EffectType::ModifyNutrition { .. } => hunger::modify_nutrition(ecs, effect, target),
_ => {}
}
}
pub fn get_noncursed(buc: &BUC) -> bool {
if buc == &BUC::Cursed { false } else { true }
}