Fix a bug with a procedural effect, remove the shortbow from starting player inventory
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parent
9b5adaad9c
commit
0c5cec84e9
2
Makefile
2
Makefile
@ -22,7 +22,7 @@ build-wasm: $(call print-help, build-wasm, Build the webassembly version of the
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wasm-bindgen target/wasm32-unknown-unknown/release/roguelike_tutorial.wasm --out-dir wasm --no-modules --no-typescript
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wasm-bindgen target/wasm32-unknown-unknown/release/roguelike_tutorial.wasm --out-dir wasm --no-modules --no-typescript
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build-wasm-dev: $(call print-help, build-wasm-dev, Build the webassembly version of the game (dev version))
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build-wasm-dev: $(call print-help, build-wasm-dev, Build the webassembly version of the game (dev version))
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cargo build --target wasm32-unknown-unknown --features wasm
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cargo build --target wasm32-unknown-unknown --features wasm,debug
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wasm-bindgen target/wasm32-unknown-unknown/debug/roguelike_tutorial.wasm --out-dir wasm --no-modules --no-typescript
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wasm-bindgen target/wasm32-unknown-unknown/debug/roguelike_tutorial.wasm --out-dir wasm --no-modules --no-typescript
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clean: $(call print-help, clean, Removes save file and compilation artifacts)
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clean: $(call print-help, clean, Removes save file and compilation artifacts)
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@ -41,14 +41,7 @@ pub fn player(ecs: &mut World, player_x: i32, player_y: i32) -> Entity {
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.build();
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.build();
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// Starting equipment
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// Starting equipment
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let starting_equipment_carried = ["Dried Sausage", "Beer", "Shortbow"];
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for equipment in ["Dried Sausage", "Beer"].iter() {
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let starting_equipment_equipped = [
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"Rusty Longsword",
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"Stained Tunic",
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"Torn Trousers",
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"Old Boots",
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];
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for equipment in starting_equipment_carried.iter() {
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spawn_named_entity(
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spawn_named_entity(
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&RAWS.lock().unwrap(),
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&RAWS.lock().unwrap(),
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ecs,
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ecs,
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@ -56,7 +49,14 @@ pub fn player(ecs: &mut World, player_x: i32, player_y: i32) -> Entity {
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SpawnType::Carried { by: player },
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SpawnType::Carried { by: player },
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);
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);
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}
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}
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for equipment in starting_equipment_equipped.iter() {
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for equipment in [
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"Rusty Longsword",
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"Stained Tunic",
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"Torn Trousers",
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"Old Boots",
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]
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.iter()
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{
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spawn_named_entity(
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spawn_named_entity(
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&RAWS.lock().unwrap(),
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&RAWS.lock().unwrap(),
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ecs,
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ecs,
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@ -170,7 +170,9 @@ impl<'a> System<'a> for MeleeCombatSystem {
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// Proc effects
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// Proc effects
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if let Some(chance) = &weapon_info.proc_chance {
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if let Some(chance) = &weapon_info.proc_chance {
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if roll_dice(1, 100) <= (chance * 100.0) as i32 {
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if roll_dice(1, 100) <= (chance * 100.0) as i32 {
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let effect_target = if weapon_info.proc_target.unwrap() == "Self" {
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let effect_target = if weapon_info.proc_target.is_some()
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&& weapon_info.proc_target.unwrap() == "Self"
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{
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Targets::Single { target: entity }
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Targets::Single { target: entity }
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} else {
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} else {
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Targets::Single {
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Targets::Single {
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