68 lines
1.9 KiB
Rust
68 lines
1.9 KiB
Rust
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use ::rltk::RandomNumberGenerator;
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use ::specs::prelude::*;
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use crate::components::{Attributes, Initiative, MyTurn, Position};
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use crate::RunState;
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pub struct InitiativeSystem {}
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impl<'a> System<'a> for InitiativeSystem {
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#[allow(clippy::type_complexity)]
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type SystemData = (
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WriteStorage<'a, Initiative>,
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ReadStorage<'a, Position>,
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WriteStorage<'a, MyTurn>,
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Entities<'a>,
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WriteExpect<'a, RandomNumberGenerator>,
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ReadStorage<'a, Attributes>,
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WriteExpect<'a, RunState>,
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ReadExpect<'a, Entity>,
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);
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fn run(&mut self, data: Self::SystemData) {
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let (
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mut initiatives,
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positions,
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mut turns,
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entities,
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mut rng,
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attributes,
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mut runstate,
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player,
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) = data;
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if *runstate != RunState::Ticking {
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return;
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} // We'll be adding Ticking in a moment
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// Clear any remaining MyTurn we left by mistake
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turns.clear();
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// Roll initiative
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for (entity, initiative, _pos) in (&entities, &mut initiatives, &positions).join() {
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initiative.current -= 1;
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if initiative.current < 1 {
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// It's my turn
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turns
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.insert(entity, MyTurn {})
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.expect("Unable to insert turn");
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// Re-roll
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initiative.current = 6 + rng.roll_dice(1, 6);
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// Give a bonus for quickness
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if let Some(attr) = attributes.get(entity) {
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initiative.current -= attr.quickness.bonus;
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}
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// TODO: More initiative granting boosts/penalties will go here later
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// if its the player, we want to go to an AwaitingInput state
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if entity == *player {
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*runstate = RunState::AwaitingInput;
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}
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}
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}
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}
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}
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