256 lines
5.6 KiB
Rust
256 lines
5.6 KiB
Rust
use ::rltk::{Point, RGB};
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use ::serde::{Deserialize, Serialize};
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use ::specs::error::NoError;
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use ::specs::prelude::*;
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use ::specs::saveload::{ConvertSaveload, Marker};
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use ::specs_derive::*;
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#[derive(Component, ConvertSaveload, Default, Copy, Clone)]
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pub struct Position {
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pub x: i32,
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pub y: i32,
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}
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impl From<(i32, i32)> for Position {
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fn from(f: (i32, i32)) -> Self {
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Position { x: f.0, y: f.1 }
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}
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}
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impl From<Point> for Position {
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fn from(p: Point) -> Self {
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Position { x: p.x, y: p.y }
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}
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}
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impl From<Position> for Point {
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fn from(p: Position) -> Self {
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Point { x: p.x, y: p.y }
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}
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}
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#[derive(Component, ConvertSaveload, Clone)]
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pub struct Renderable {
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pub glyph: rltk::FontCharType,
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pub fg: RGB,
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pub bg: RGB,
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pub render_order: i32,
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}
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#[derive(Component, Debug, Clone, Serialize, Deserialize, Default)]
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pub struct Player {}
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#[derive(Component, ConvertSaveload, Clone)]
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pub struct Viewshed {
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pub visible_tiles: Vec<Point>,
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pub range: i32,
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pub dirty: bool,
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}
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impl Default for Viewshed {
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fn default() -> Self {
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Viewshed {
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visible_tiles: Vec::new(),
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range: 8,
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dirty: true,
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}
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}
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}
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#[derive(Component, Debug, Serialize, Deserialize, Clone, Default)]
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pub struct Monster {}
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#[derive(Component, Debug, ConvertSaveload, Clone)]
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pub struct Name {
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pub name: String,
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}
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impl Name {
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pub fn from<S: ToString>(s: S) -> Self {
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Name {
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name: s.to_string(),
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}
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}
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}
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#[derive(Component, Debug, Serialize, Deserialize, Clone, Default)]
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pub struct BlocksTile {}
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#[derive(Component, Debug, ConvertSaveload, Clone)]
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pub struct CombatStats {
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pub max_hp: i32,
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pub hp: i32,
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pub defense: i32,
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pub power: i32,
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}
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#[derive(Component, Debug, ConvertSaveload, Clone)]
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pub struct WantsToMelee {
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pub target: Entity,
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}
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#[derive(Component, Debug, ConvertSaveload, Clone)]
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pub struct SufferDamage {
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pub amount: Vec<i32>,
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}
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impl SufferDamage {
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pub fn new_damage(store: &mut WriteStorage<SufferDamage>, victim: Entity, amount: i32) {
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if let Some(suffering) = store.get_mut(victim) {
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suffering.amount.push(amount);
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} else {
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let dmg = SufferDamage {
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amount: vec![amount],
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};
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store.insert(victim, dmg).expect("Unable to insert damage");
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}
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}
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}
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#[derive(Component, Debug, Serialize, Deserialize, Clone, Default)]
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pub struct Item {}
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#[derive(Component, Debug, Serialize, Deserialize, Clone, Default)]
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pub struct Consumable {}
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#[derive(Component, Debug, ConvertSaveload, Clone)]
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pub struct Ranged {
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pub range: i32,
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}
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#[derive(Component, Debug, ConvertSaveload, Clone)]
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pub struct InflictsDamage {
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pub damage: i32,
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}
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#[derive(Component, Debug, ConvertSaveload, Clone)]
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pub struct AreaOfEffect {
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pub radius: i32,
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}
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#[derive(Component, Debug, ConvertSaveload, Clone)]
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pub struct Confusion {
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pub turns: i32,
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}
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#[derive(Component, Debug, ConvertSaveload, Clone)]
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pub struct ProvidesHealing {
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pub heal_amount: i32,
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}
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#[derive(Component, Debug, ConvertSaveload)]
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pub struct InBackpack {
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pub owner: Entity,
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}
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#[derive(Component, Debug, ConvertSaveload)]
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pub struct WantsToPickupItem {
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pub collected_by: Entity,
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pub item: Entity,
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}
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#[derive(Component, Debug, ConvertSaveload)]
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pub struct WantsToUseItem {
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pub item: Entity,
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pub target: Option<Point>,
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}
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#[derive(Component, Debug, ConvertSaveload)]
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pub struct WantsToDropItem {
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pub item: Entity,
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}
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#[derive(Component, Debug, ConvertSaveload, Clone)]
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pub struct WantsToRemoveItem {
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pub item: Entity,
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}
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#[derive(PartialEq, Copy, Clone, Serialize, Deserialize)]
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pub enum EquipmentSlot {
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Melee,
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Shield,
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}
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#[derive(Component, Serialize, Deserialize, Clone)]
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pub struct Equippable {
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pub slot: EquipmentSlot,
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}
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#[derive(Component, ConvertSaveload, Clone)]
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pub struct Equipped {
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pub owner: Entity,
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pub slot: EquipmentSlot,
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}
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#[derive(Component, ConvertSaveload, Clone)]
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pub struct MeleePowerBonus {
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pub power: i32,
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}
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#[derive(Component, ConvertSaveload, Clone)]
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pub struct DefenseBonus {
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pub defense: i32,
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}
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#[derive(Component, Serialize, Deserialize, Clone)]
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pub struct ParticleLifetime {
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pub lifetime_ms: f32,
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}
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#[derive(Serialize, Deserialize, Copy, Clone, PartialEq)]
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pub enum HungerState {
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WellFed,
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Normal,
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Hungry,
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Starving,
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}
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#[derive(Component, Serialize, Deserialize, Clone)]
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pub struct HungerClock {
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pub state: HungerState,
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pub duration: i32,
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}
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#[derive(Component, Debug, Serialize, Deserialize, Clone)]
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pub struct ProvidesFood {}
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#[derive(Component, Debug, Serialize, Deserialize, Clone)]
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pub struct MagicMapper {}
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#[derive(Component, Debug, Serialize, Deserialize, Clone)]
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pub struct Hidden {}
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#[derive(Component, Debug, Serialize, Deserialize, Clone)]
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pub struct EntryTrigger {}
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#[derive(Component, Debug, Serialize, Deserialize, Clone)]
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pub struct EntityMoved {}
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#[derive(Component, Debug, Serialize, Deserialize, Clone)]
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pub struct SingleActivation {}
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#[derive(Component, Debug, Serialize, Deserialize, Clone)]
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pub struct BlocksVisibility {}
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#[derive(Component, Debug, Serialize, Deserialize, Clone)]
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pub struct Door {
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pub open: bool,
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}
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#[derive(Component, Debug, Serialize, Deserialize, Clone)]
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pub struct Bystander {}
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#[derive(Component, Debug, Serialize, Deserialize, Clone)]
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pub struct Vendor {}
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// Serialization helper code. We need to implement ConvertSaveLoad for each type that contains an
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// Entity.
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pub struct SerializeMe;
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// Special component that exists to help serialize the game data
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#[derive(Component, Serialize, Deserialize, Clone)]
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pub struct SerializationHelper {
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pub map: crate::map::Map,
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}
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