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roguelike-game/src/damage_system.rs

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Rust
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use ::rltk::RandomNumberGenerator;
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use ::specs::prelude::*;
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use crate::components::{Equipped, InBackpack, LootTable, Name, Player, Pools, Position};
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use crate::game_log::GameLog;
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use crate::raws::{self, SpawnType, RAWS};
use crate::RunState;
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pub fn delete_the_dead(ecs: &mut World) {
let mut dead: Vec<Entity> = Vec::new();
// Scope for the sake of the borrow checker
{
let combat_stats = ecs.read_storage::<Pools>();
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let players = ecs.read_storage::<Player>();
let names = ecs.read_storage::<Name>();
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let entities = ecs.entities();
let mut log = ecs.write_resource::<GameLog>();
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for (entity, stats) in (&entities, &combat_stats).join() {
if stats.hit_points.current < 1 {
match players.get(entity) {
None => {
if let Some(victim_name) = names.get(entity) {
log.append(format!("{} is dead", &victim_name.name));
}
dead.push(entity)
}
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Some(_) => {
let mut runstate = ecs.write_resource::<RunState>();
*runstate = RunState::GameOver;
}
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}
}
}
}
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// Drop everything held by dead people
let mut to_spawn: Vec<(String, Position)> = Vec::new();
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{
// To avoid hold of borrowed entires, use a scope
let mut to_drop: Vec<(Entity, Position)> = Vec::new();
let entities = ecs.entities();
let mut equipped = ecs.write_storage::<Equipped>();
let mut carried = ecs.write_storage::<InBackpack>();
let mut positions = ecs.write_storage::<Position>();
let loot_tables = ecs.read_storage::<LootTable>();
let mut rng = ecs.write_resource::<RandomNumberGenerator>();
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for victim in dead.iter() {
let pos = positions.get(*victim);
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for (entity, equipped) in (&entities, &equipped).join() {
if equipped.owner == *victim {
// Drop their stuff
if let Some(pos) = pos {
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to_drop.push((entity, *pos));
}
}
}
for (entity, backpack) in (&entities, &carried).join() {
if backpack.owner == *victim {
// Drop their stuff
if let Some(pos) = pos {
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to_drop.push((entity, *pos));
}
}
}
if let Some(table) = loot_tables.get(*victim) {
let drop_finder =
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raws::get_item_drop(&crate::raws::RAWS.lock().unwrap(), &mut rng, &table.table);
if let Some(tag) = drop_finder {
if let Some(pos) = pos {
to_spawn.push((tag, *pos));
}
}
}
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}
for drop in to_drop.iter() {
equipped.remove(drop.0);
carried.remove(drop.0);
positions
.insert(drop.0, drop.1)
.expect("Unable to insert position");
}
}
{
for drop in to_spawn.iter() {
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raws::spawn_named_item(
&RAWS.lock().unwrap(),
ecs,
&drop.0,
SpawnType::AtPosition {
x: drop.1.x,
y: drop.1.y,
},
);
}
}
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for victim in dead {
ecs.delete_entity(victim)
.expect("Unable to delete the dead");
}
}