rust-rl/src/components.rs
2023-08-13 20:16:24 +01:00

395 lines
8.8 KiB
Rust

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,
}
#[derive(Component, Serialize, Deserialize, Clone)]
pub struct DMSerializationHelper {
pub map: super::map::MasterDungeonMap,
pub log: Vec<Vec<crate::gamelog::LogFragment>>,
pub events: HashMap<String, i32>,
}
#[derive(Component, ConvertSaveload, Clone)]
pub struct Position {
pub x: i32,
pub y: i32,
}
#[derive(Component, Serialize, Deserialize, Clone)]
pub struct OtherLevelPosition {
pub x: i32,
pub y: i32,
pub id: 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 Prop {}
#[derive(Component, Debug, Serialize, Deserialize, Clone)]
pub struct Monster {}
#[derive(Component, Debug, Serialize, Deserialize, Clone)]
pub struct LootTable {
pub table: String,
pub chance: f32,
}
#[derive(Component, Debug, Serialize, Deserialize, Clone)]
pub struct Energy {
pub current: i32,
pub speed: i32,
}
#[derive(Component, Debug, Serialize, Deserialize, Clone)]
pub struct Clock {}
#[derive(Component, Debug, Serialize, Deserialize, Clone)]
pub struct TakingTurn {}
#[derive(Component, Debug, Serialize, Deserialize, Clone)]
pub struct Bystander {}
#[derive(Component, Debug, Serialize, Deserialize, Clone)]
pub struct Quips {
pub available: Vec<String>,
}
#[derive(Component, Debug, Serialize, Deserialize, Clone)]
pub struct Mind {}
#[derive(Component, ConvertSaveload, Clone)]
pub struct Viewshed {
pub visible_tiles: Vec<rltk::Point>,
pub range: i32,
pub dirty: bool,
}
#[derive(Component, ConvertSaveload, Clone)]
pub struct Telepath {
pub telepath_tiles: Vec<rltk::Point>,
pub range: i32,
pub dirty: bool,
}
#[derive(Component, Debug, ConvertSaveload, Clone)]
pub struct Name {
pub name: String,
pub plural: String,
}
#[derive(Component, Debug, Serialize, Deserialize, Clone)]
pub struct BlocksTile {}
#[derive(Component, Debug, Serialize, Deserialize, Clone)]
pub struct BlocksVisibility {}
#[derive(Component, Debug, Serialize, Deserialize, Clone)]
pub struct Door {
pub open: bool,
}
#[derive(Serialize, Deserialize, Copy, Clone, PartialEq)]
pub enum HungerState {
Satiated,
Normal,
Hungry,
Weak,
Fainting,
}
#[derive(Component, Serialize, Deserialize, Clone)]
pub struct HungerClock {
pub state: HungerState,
pub duration: i32,
}
#[derive(Component, Debug, Serialize, Deserialize, Clone)]
pub struct ProvidesNutrition {}
#[derive(Debug, Serialize, Deserialize, Clone)]
pub struct Pool {
pub max: i32,
pub current: i32,
}
#[derive(Component, Debug, Serialize, Deserialize, Clone)]
pub struct Pools {
pub hit_points: Pool,
pub mana: Pool,
pub xp: i32,
pub bac: i32,
pub level: i32,
pub weight: f32,
pub god: bool,
}
#[derive(Debug, Serialize, Deserialize, Clone)]
pub struct Attribute {
pub base: i32,
pub modifiers: i32,
pub bonus: i32,
}
#[derive(Debug, Serialize, Deserialize, Clone, Eq, PartialEq, Hash)]
pub enum Skill {
Melee,
Defence,
Magic,
}
#[derive(Component, Debug, Serialize, Deserialize, Clone)]
pub struct Skills {
pub skills: HashMap<Skill, i32>,
}
#[derive(Component, Debug, Serialize, Deserialize, Clone)]
pub struct Attributes {
pub strength: Attribute,
pub dexterity: Attribute,
pub constitution: Attribute,
pub intelligence: Attribute,
pub wisdom: Attribute,
pub charisma: Attribute,
}
#[derive(Component, Debug, ConvertSaveload, Clone)]
pub struct WantsToMelee {
pub target: Entity,
}
#[derive(Component, Debug, ConvertSaveload, Clone)]
pub struct GrantsXP {
pub amount: i32,
}
#[derive(Component, Debug, ConvertSaveload, Clone)]
pub struct SufferDamage {
pub amount: Vec<(i32, bool)>,
}
impl SufferDamage {
pub fn new_damage(store: &mut WriteStorage<SufferDamage>, victim: Entity, amount: i32, from_player: bool) {
if let Some(suffering) = store.get_mut(victim) {
suffering.amount.push((amount, from_player));
} else {
let dmg = SufferDamage { amount: vec![(amount, from_player)] };
store.insert(victim, dmg).expect("Unable to insert damage.");
}
}
}
#[derive(Component, Debug, Serialize, Deserialize, Clone)]
pub struct Item {
pub weight: f32, // in lbs
pub value: f32, // base
}
#[derive(Debug, Serialize, Deserialize, Clone, Eq, PartialEq, Hash)]
pub enum MagicItemClass {
Common,
Uncommon,
Rare,
VeryRare,
Legendary,
}
#[derive(Component, Debug, Serialize, Deserialize, Clone)]
pub struct MagicItem {
pub class: MagicItemClass,
}
#[derive(Component, Debug, Serialize, Deserialize, Clone)]
pub struct ObfuscatedName {
pub name: String,
pub plural: String,
}
#[derive(Component, Debug, Serialize, Deserialize, Clone)]
pub struct EquipmentChanged {}
#[derive(PartialEq, Copy, Clone, Serialize, Deserialize)]
pub enum BurdenLevel {
Burdened,
Strained,
Overloaded,
}
#[derive(Component, Serialize, Deserialize, Clone)]
pub struct Burden {
pub level: BurdenLevel,
}
#[derive(PartialEq, Copy, Clone, Serialize, Deserialize)]
pub enum EquipmentSlot {
Melee,
Shield,
Head,
Body,
Hands,
Feet,
Neck,
Back,
}
#[derive(PartialEq, Copy, Clone, Serialize, Deserialize)]
pub enum WeaponAttribute {
Strength,
Dexterity,
Finesse,
}
#[derive(Component, Serialize, Deserialize, Clone)]
pub struct MeleeWeapon {
pub attribute: WeaponAttribute,
pub damage_n_dice: i32,
pub damage_die_type: i32,
pub damage_bonus: i32,
pub hit_bonus: i32,
}
#[derive(Serialize, Deserialize, Clone)]
pub struct NaturalAttack {
pub name: String,
pub damage_n_dice: i32,
pub damage_die_type: i32,
pub damage_bonus: i32,
pub hit_bonus: i32,
}
#[derive(Component, Serialize, Deserialize, Clone)]
pub struct NaturalAttacks {
pub attacks: Vec<NaturalAttack>,
}
#[derive(Component, ConvertSaveload, Clone)]
pub struct ArmourClassBonus {
pub amount: i32,
}
#[derive(Component, Serialize, Deserialize, Clone)]
pub struct Equippable {
pub slot: EquipmentSlot,
}
#[derive(Component, ConvertSaveload, Clone)]
pub struct Equipped {
pub owner: Entity,
pub slot: EquipmentSlot,
}
#[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 WantsToRemoveItem {
pub item: Entity,
}
#[derive(Component, Debug, ConvertSaveload)]
pub struct WantsToUseItem {
pub item: Entity,
pub target: Option<rltk::Point>,
}
#[derive(Component, Debug, Serialize, Deserialize, Clone)]
pub struct Consumable {}
#[derive(Component, Debug, ConvertSaveload)]
pub struct Wand {
pub uses: i32,
pub max_uses: i32,
}
#[derive(Component, Debug, Serialize, Deserialize, Clone)]
pub struct Destructible {}
#[derive(Component, Debug, Serialize, Deserialize, Clone)]
pub struct Digger {}
#[derive(Component, Debug, Serialize, Deserialize, Clone)]
pub struct Hidden {}
#[derive(Component, Debug, Serialize, Deserialize, Clone)]
pub struct SingleActivation {}
#[derive(Component, Clone, ConvertSaveload)]
pub struct ParticleLifetime {
pub lifetime_ms: f32,
}
#[derive(Component, Debug, Serialize, Deserialize, Clone)]
pub struct EntryTrigger {}
#[derive(Component, Debug, Serialize, Deserialize, Clone)]
pub struct EntityMoved {}
#[derive(Component, Debug, Serialize, Deserialize, Clone)]
pub struct MultiAttack {}