Complete Section 5.7, replacing the CombatStats component with a new Pools component for more flexibility

This commit is contained in:
Timothy Warren 2022-01-03 16:30:14 -05:00
parent 29b7f18cd8
commit 2e02e30bc6
12 changed files with 253 additions and 114 deletions

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@ -80,14 +80,6 @@ impl Name {
#[derive(Component, Debug, Serialize, Deserialize, Clone, Default)] #[derive(Component, Debug, Serialize, Deserialize, Clone, Default)]
pub struct BlocksTile {} pub struct BlocksTile {}
#[derive(Component, Debug, ConvertSaveload, Clone)]
pub struct CombatStats {
pub max_hp: i32,
pub hp: i32,
pub defense: i32,
pub power: i32,
}
#[derive(Component, Debug, ConvertSaveload, Clone)] #[derive(Component, Debug, ConvertSaveload, Clone)]
pub struct WantsToMelee { pub struct WantsToMelee {
pub target: Entity, pub target: Entity,
@ -284,11 +276,36 @@ pub enum Skill {
Magic, Magic,
} }
#[derive(Component, Debug, Serialize, Deserialize, Clone)] #[derive(Component, Debug, Default, Serialize, Deserialize, Clone)]
pub struct Skills { pub struct Skills {
pub skills: HashMap<Skill, i32>, pub skills: HashMap<Skill, i32>,
} }
impl Skills {
pub fn new(level: i32) -> Self {
let mut skills = Skills::default();
skills.skills.insert(Skill::Melee, level);
skills.skills.insert(Skill::Defense, level);
skills.skills.insert(Skill::Magic, level);
skills
}
}
#[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 level: i32,
}
// Serialization helper code. We need to implement ConvertSaveLoad for each type that contains an // Serialization helper code. We need to implement ConvertSaveLoad for each type that contains an
// Entity. // Entity.

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@ -1,6 +1,6 @@
use ::specs::prelude::*; use ::specs::prelude::*;
use crate::components::{CombatStats, Name, Player, SufferDamage}; use crate::components::{Name, Player, Pools, SufferDamage};
use crate::game_log::GameLog; use crate::game_log::GameLog;
use crate::{Map, Position, RunState}; use crate::{Map, Position, RunState};
@ -8,7 +8,7 @@ pub struct DamageSystem {}
impl<'a> System<'a> for DamageSystem { impl<'a> System<'a> for DamageSystem {
type SystemData = ( type SystemData = (
WriteStorage<'a, CombatStats>, WriteStorage<'a, Pools>,
WriteStorage<'a, SufferDamage>, WriteStorage<'a, SufferDamage>,
ReadStorage<'a, Position>, ReadStorage<'a, Position>,
WriteExpect<'a, Map>, WriteExpect<'a, Map>,
@ -19,7 +19,7 @@ impl<'a> System<'a> for DamageSystem {
let (mut stats, mut damage, positions, mut map, entities) = data; let (mut stats, mut damage, positions, mut map, entities) = data;
for (entity, mut stats, damage) in (&entities, &mut stats, &damage).join() { for (entity, mut stats, damage) in (&entities, &mut stats, &damage).join() {
stats.hp -= damage.amount.iter().sum::<i32>(); stats.hit_points.current -= damage.amount.iter().sum::<i32>();
if let Some(pos) = positions.get(entity) { if let Some(pos) = positions.get(entity) {
let idx = map.xy_idx(pos.x, pos.y); let idx = map.xy_idx(pos.x, pos.y);
@ -36,16 +36,15 @@ pub fn delete_the_dead(ecs: &mut World) {
// Scope for the sake of the borrow checker // Scope for the sake of the borrow checker
{ {
let combat_stats = ecs.read_storage::<CombatStats>(); let combat_stats = ecs.read_storage::<Pools>();
let players = ecs.read_storage::<Player>(); let players = ecs.read_storage::<Player>();
let names = ecs.read_storage::<Name>(); let names = ecs.read_storage::<Name>();
let entities = ecs.entities(); let entities = ecs.entities();
let mut log = ecs.write_resource::<GameLog>(); let mut log = ecs.write_resource::<GameLog>();
for (entity, stats) in (&entities, &combat_stats).join() { for (entity, stats) in (&entities, &combat_stats).join() {
if stats.hp < 1 { if stats.hit_points.current < 1 {
let player = players.get(entity); match players.get(entity) {
match player {
None => { None => {
if let Some(victim_name) = names.get(entity) { if let Some(victim_name) = names.get(entity) {
log.append(format!("{} is dead", &victim_name.name)); log.append(format!("{} is dead", &victim_name.name));

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@ -1,3 +1,38 @@
use crate::{Skill, Skills};
pub fn attr_bonus(value: i32) -> i32 { pub fn attr_bonus(value: i32) -> i32 {
(value - 10) / 2 // See: https://roll20.net/compendium/dnd5e/Ability%20Scores#content (value - 10) / 2 // See: https://roll20.net/compendium/dnd5e/Ability%20Scores#content
} }
pub fn player_hp_per_level(fitness: i32) -> i32 {
10 + attr_bonus(fitness)
}
pub fn player_hp_at_level(fitness: i32, level: i32) -> i32 {
player_hp_per_level(fitness) * level
}
pub fn npc_hp(fitness: i32, level: i32) -> i32 {
let mut total = 1;
for _i in 0..level {
total += i32::max(1, 8 + attr_bonus(fitness));
}
total
}
pub fn mana_per_level(intelligence: i32) -> i32 {
i32::max(1, 4 + attr_bonus(intelligence))
}
pub fn mana_at_level(intelligence: i32, level: i32) -> i32 {
mana_per_level(intelligence) * level
}
pub fn skill_bonus(skill: Skill, skills: &Skills) -> i32 {
if skills.skills.contains_key(&skill) {
skills.skills[&skill]
} else {
-4
}
}

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@ -2,7 +2,7 @@ use ::rltk::{Point, Rltk, VirtualKeyCode, RGB};
use ::specs::prelude::*; use ::specs::prelude::*;
use crate::components::{ use crate::components::{
CombatStats, HungerClock, HungerState, InBackpack, Name, Player, Position, Viewshed, HungerClock, HungerState, InBackpack, Name, Player, Pools, Position, Viewshed,
}; };
use crate::game_log::GameLog; use crate::game_log::GameLog;
use crate::rex_assets::RexAssets; use crate::rex_assets::RexAssets;
@ -18,13 +18,16 @@ pub fn draw_ui(ecs: &World, ctx: &mut Rltk) {
RGB::named(rltk::BLACK), RGB::named(rltk::BLACK),
); );
let combat_stats = ecs.read_storage::<CombatStats>(); let combat_stats = ecs.read_storage::<Pools>();
let players = ecs.read_storage::<Player>(); let players = ecs.read_storage::<Player>();
let hunger = ecs.read_storage::<HungerClock>(); let hunger = ecs.read_storage::<HungerClock>();
// Display player health // Display player health
for (_player, stats, hc) in (&players, &combat_stats, &hunger).join() { for (_player, stats, hc) in (&players, &combat_stats, &hunger).join() {
let health = format!(" HP: {} / {} ", stats.hp, stats.max_hp); let health = format!(
" HP: {} / {} ",
stats.hit_points.current, stats.hit_points.max
);
ctx.print_color( ctx.print_color(
12, 12,
43, 43,
@ -37,8 +40,8 @@ pub fn draw_ui(ecs: &World, ctx: &mut Rltk) {
29, 29,
43, 43,
51, 51,
stats.hp, stats.hit_points.current,
stats.max_hp, stats.hit_points.max,
RGB::named(rltk::RED), RGB::named(rltk::RED),
RGB::named(rltk::BLACK), RGB::named(rltk::BLACK),
); );

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@ -60,7 +60,7 @@ impl<'a> System<'a> for ItemUseSystem {
ReadStorage<'a, Consumable>, ReadStorage<'a, Consumable>,
ReadStorage<'a, ProvidesHealing>, ReadStorage<'a, ProvidesHealing>,
ReadStorage<'a, InflictsDamage>, ReadStorage<'a, InflictsDamage>,
WriteStorage<'a, CombatStats>, WriteStorage<'a, Pools>,
WriteStorage<'a, SufferDamage>, WriteStorage<'a, SufferDamage>,
ReadStorage<'a, AreaOfEffect>, ReadStorage<'a, AreaOfEffect>,
WriteStorage<'a, Confusion>, WriteStorage<'a, Confusion>,
@ -233,7 +233,10 @@ impl<'a> System<'a> for ItemUseSystem {
for target in targets.iter() { for target in targets.iter() {
if let Some(stats) = combat_stats.get_mut(*target) { if let Some(stats) = combat_stats.get_mut(*target) {
stats.hp = i32::min(stats.max_hp, stats.hp + healer.heal_amount); stats.hit_points.current = i32::min(
stats.hit_points.max,
stats.hit_points.current + healer.heal_amount,
);
if entity == *player_entity { if entity == *player_entity {
gamelog.append(format!( gamelog.append(format!(
"You drink the {}, healing {} hp.", "You drink the {}, healing {} hp.",

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@ -417,15 +417,8 @@ impl State {
self.generate_world_map(current_depth + 1); self.generate_world_map(current_depth + 1);
// Notify the player // Notify the player
let player_entity = self.ecs.fetch::<Entity>();
let mut gamelog = self.ecs.fetch_mut::<GameLog>(); let mut gamelog = self.ecs.fetch_mut::<GameLog>();
gamelog.append("You descend to the next level, and take a moment to heal."); gamelog.append("You descend to the next level.");
// Give them some health
let mut player_health_store = self.ecs.write_storage::<CombatStats>();
if let Some(player_health) = player_health_store.get_mut(*player_entity) {
player_health.hp = i32::max(player_health.hp, player_health.max_hp / 2);
}
} }
fn game_over_cleanup(&mut self) { fn game_over_cleanup(&mut self) {
@ -508,7 +501,6 @@ fn main() -> ::rltk::BError {
Monster, Monster,
Name, Name,
BlocksTile, BlocksTile,
CombatStats,
WantsToMelee, WantsToMelee,
SufferDamage, SufferDamage,
Item, Item,
@ -544,6 +536,7 @@ fn main() -> ::rltk::BError {
Quips, Quips,
Attributes, Attributes,
Skills, Skills,
Pools,
); );
gs.ecs.insert(SimpleMarkerAllocator::<SerializeMe>::new()); gs.ecs.insert(SimpleMarkerAllocator::<SerializeMe>::new());

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@ -1,11 +1,11 @@
use ::rltk::RGB; use ::rltk::{RandomNumberGenerator, RGB};
use ::specs::prelude::*; use ::specs::prelude::*;
use crate::components::{ use crate::components::{
CombatStats, DefenseBonus, Equipped, HungerClock, HungerState, MeleePowerBonus, Name, Attributes, HungerClock, HungerState, Name, Pools, Skill, Skills, SufferDamage, WantsToMelee,
SufferDamage, WantsToMelee,
}; };
use crate::game_log::GameLog; use crate::game_log::GameLog;
use crate::gamesystem::skill_bonus;
use crate::particle_system::ParticleBuilder; use crate::particle_system::ParticleBuilder;
use crate::Position; use crate::Position;
@ -18,14 +18,14 @@ impl<'a> System<'a> for MeleeCombatSystem {
WriteExpect<'a, GameLog>, WriteExpect<'a, GameLog>,
WriteStorage<'a, WantsToMelee>, WriteStorage<'a, WantsToMelee>,
ReadStorage<'a, Name>, ReadStorage<'a, Name>,
ReadStorage<'a, CombatStats>, ReadStorage<'a, Attributes>,
ReadStorage<'a, Skills>,
WriteStorage<'a, SufferDamage>, WriteStorage<'a, SufferDamage>,
ReadStorage<'a, MeleePowerBonus>,
ReadStorage<'a, DefenseBonus>,
ReadStorage<'a, Equipped>,
WriteExpect<'a, ParticleBuilder>, WriteExpect<'a, ParticleBuilder>,
ReadStorage<'a, Position>, ReadStorage<'a, Position>,
ReadStorage<'a, HungerClock>, ReadStorage<'a, HungerClock>,
ReadStorage<'a, Pools>,
WriteExpect<'a, RandomNumberGenerator>,
); );
fn run(&mut self, data: Self::SystemData) { fn run(&mut self, data: Self::SystemData) {
@ -34,47 +34,77 @@ impl<'a> System<'a> for MeleeCombatSystem {
mut log, mut log,
mut wants_melee, mut wants_melee,
names, names,
combat_stats, attributes,
skills,
mut inflict_damage, mut inflict_damage,
melee_power_bonuses,
defense_bonuses,
equipped,
mut particle_builder, mut particle_builder,
positions, positions,
hunger_clock, hunger_clock,
pools,
mut rng,
) = data; ) = data;
for (entity, wants_melee, name, stats) in for (entity, wants_melee, name, attacker_attributes, attacker_skills, attacker_pools) in (
(&entities, &wants_melee, &names, &combat_stats).join() &entities,
&wants_melee,
&names,
&attributes,
&skills,
&pools,
)
.join()
{ {
if stats.hp > 0 { // Are the attacker and defender alive? Only attack if they are
let mut offensive_bonus = 0; let target_pools = pools.get(wants_melee.target).unwrap();
for (_item_entity, power_bonus, equipped_by) in let target_attributes = attributes.get(wants_melee.target).unwrap();
(&entities, &melee_power_bonuses, &equipped).join() let target_skills = skills.get(wants_melee.target).unwrap();
{ if attacker_pools.hit_points.current > 0 && target_pools.hit_points.current > 0 {
if equipped_by.owner == entity {
offensive_bonus += power_bonus.power;
}
}
if let Some(hc) = hunger_clock.get(entity) {
if hc.state == HungerState::WellFed {
offensive_bonus += 1;
}
}
let target_stats = combat_stats.get(wants_melee.target).unwrap();
if target_stats.hp > 0 {
let target_name = names.get(wants_melee.target).unwrap(); let target_name = names.get(wants_melee.target).unwrap();
let mut defensive_bonus = 0; let natural_roll = rng.roll_dice(1, 20);
for (_item_entity, defense_bonus, equipped_by) in let attribute_hit_bonus = attacker_attributes.might.bonus;
(&entities, &defense_bonuses, &equipped).join() let skill_hit_bonus = skill_bonus(Skill::Melee, &*attacker_skills);
{ let weapon_hit_bonus = 0; // TODO: Once weapons support this
if equipped_by.owner == wants_melee.target { let mut status_hit_bonus = 0;
defensive_bonus += defense_bonus.defense; if let Some(hc) = hunger_clock.get(entity) {
// Well-Fed grants +1
if hc.state == HungerState::WellFed {
status_hit_bonus += 1;
} }
} }
let modified_hit_roll = natural_roll
+ attribute_hit_bonus
+ skill_hit_bonus
+ weapon_hit_bonus
+ status_hit_bonus;
let base_armor_class = 10;
let armor_quickness_bonus = target_attributes.quickness.bonus;
let armor_skill_bonus = skill_bonus(Skill::Defense, &*target_skills);
let armor_item_bonus = 0; // TODO: Once armor supports this
let armor_class =
base_armor_class + armor_quickness_bonus + armor_skill_bonus + armor_item_bonus;
if natural_roll != 1 && (natural_roll == 20 || modified_hit_roll > armor_class) {
// Target hit! Until we support weapons, we're going with 1d4
let base_damage = rng.roll_dice(1, 4);
let attr_damage_bonus = attacker_attributes.might.bonus;
let skill_damage_bonus = skill_bonus(Skill::Melee, &*attacker_skills);
let weapon_damage_bonus = 0;
let damage = i32::max(
0,
base_damage
+ attr_damage_bonus
+ skill_hit_bonus
+ skill_damage_bonus
+ weapon_damage_bonus,
);
SufferDamage::new_damage(&mut inflict_damage, wants_melee.target, damage);
log.append(format!(
"{} hits {} for {} hp.",
&name.name, &target_name.name, damage
));
if let Some(pos) = positions.get(wants_melee.target) { if let Some(pos) = positions.get(wants_melee.target) {
particle_builder.request( particle_builder.request(
@ -86,23 +116,37 @@ impl<'a> System<'a> for MeleeCombatSystem {
200.0, 200.0,
); );
} }
} else if natural_roll == 1 {
let damage = i32::max( // Natural 1 miss
0, log.append(format!(
(stats.power + offensive_bonus) - (target_stats.defense + defensive_bonus), "{} considers attacking {}, but misjudges the timing.",
name.name, target_name.name
));
if let Some(pos) = positions.get(wants_melee.target) {
particle_builder.request(
pos.x,
pos.y,
RGB::named(rltk::BLUE),
RGB::named(rltk::BLACK),
rltk::to_cp437('‼'),
200.0,
); );
}
if damage == 0 {
log.append(format!(
"{} is unable to hurt {}",
&name.name, &target_name.name
));
} else { } else {
// Miss
log.append(format!( log.append(format!(
"{} hits {}, for {} hp", "{} attacks {}, but can't connect",
&name.name, &target_name.name, damage name.name, target_name.name
)); ));
SufferDamage::new_damage(&mut inflict_damage, wants_melee.target, damage); if let Some(pos) = positions.get(wants_melee.target) {
particle_builder.request(
pos.x,
pos.y,
RGB::named(rltk::CYAN),
RGB::named(rltk::BLACK),
rltk::to_cp437('‼'),
200.0,
);
} }
} }
} }

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@ -4,8 +4,8 @@ use ::rltk::{Point, Rltk, VirtualKeyCode};
use ::specs::prelude::*; use ::specs::prelude::*;
use crate::components::{ use crate::components::{
BlocksTile, BlocksVisibility, CombatStats, Door, EntityMoved, HungerClock, HungerState, Item, BlocksTile, BlocksVisibility, Door, EntityMoved, HungerClock, HungerState, Item, Monster,
Monster, Player, Position, Renderable, Vendor, Viewshed, WantsToMelee, WantsToPickupItem, Player, Pools, Position, Renderable, Vendor, Viewshed, WantsToMelee, WantsToPickupItem,
}; };
use crate::game_log::GameLog; use crate::game_log::GameLog;
use crate::{Bystander, Map, RunState, State, TileType}; use crate::{Bystander, Map, RunState, State, TileType};
@ -15,7 +15,7 @@ pub fn try_move_player(delta_x: i32, delta_y: i32, ecs: &mut World) {
let players = ecs.read_storage::<Player>(); let players = ecs.read_storage::<Player>();
let mut viewsheds = ecs.write_storage::<Viewshed>(); let mut viewsheds = ecs.write_storage::<Viewshed>();
let entities = ecs.entities(); let entities = ecs.entities();
let combat_stats = ecs.read_storage::<CombatStats>(); let combat_stats = ecs.read_storage::<Pools>();
let map = ecs.fetch::<Map>(); let map = ecs.fetch::<Map>();
let mut wants_to_melee = ecs.write_storage::<WantsToMelee>(); let mut wants_to_melee = ecs.write_storage::<WantsToMelee>();
let mut entity_moved = ecs.write_storage::<EntityMoved>(); let mut entity_moved = ecs.write_storage::<EntityMoved>();
@ -185,9 +185,9 @@ fn skip_turn(ecs: &mut World) -> RunState {
} }
if can_heal { if can_heal {
let mut health_components = ecs.write_storage::<CombatStats>(); let mut health_components = ecs.write_storage::<Pools>();
let player_hp = health_components.get_mut(*player_entity).unwrap(); let pools = health_components.get_mut(*player_entity).unwrap();
player_hp.hp = i32::min(player_hp.hp + 1, player_hp.max_hp); pools.hit_points.current = i32::min(pools.hit_points.current + 1, pools.hit_points.max);
} }
RunState::PlayerTurn RunState::PlayerTurn

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@ -1,3 +1,5 @@
use std::collections::HashMap;
use ::serde::Deserialize; use ::serde::Deserialize;
use super::item_structs::Renderable; use super::item_structs::Renderable;
@ -7,19 +9,14 @@ pub struct Mob {
pub name: String, pub name: String,
pub renderable: Option<Renderable>, pub renderable: Option<Renderable>,
pub blocks_tile: bool, pub blocks_tile: bool,
pub stats: MobStats,
pub vision_range: i32, pub vision_range: i32,
pub ai: String, pub ai: String,
pub quips: Option<Vec<String>>, pub quips: Option<Vec<String>>,
pub attributes: MobAttributes, pub attributes: MobAttributes,
} pub skills: Option<HashMap<String, i32>>,
pub level: Option<i32>,
#[derive(Deserialize, Debug)] pub hp: Option<i32>,
pub struct MobStats { pub mana: Option<i32>,
pub max_hp: i32,
pub hp: i32,
pub power: i32,
pub defense: i32,
} }
#[derive(Deserialize, Debug)] #[derive(Deserialize, Debug)]

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@ -3,6 +3,7 @@ use std::collections::{HashMap, HashSet};
use ::specs::prelude::*; use ::specs::prelude::*;
use crate::components::*; use crate::components::*;
use crate::gamesystem::{mana_at_level, npc_hp};
use crate::random_table::RandomTable; use crate::random_table::RandomTable;
use crate::raws::Raws; use crate::raws::Raws;
@ -226,6 +227,8 @@ pub fn spawn_named_mob(
}); });
} }
let mut mob_fitness = 11;
let mut mob_int = 11;
let mut attr = Attributes { let mut attr = Attributes {
might: Attribute::new(11), might: Attribute::new(11),
fitness: Attribute::new(11), fitness: Attribute::new(11),
@ -237,27 +240,64 @@ pub fn spawn_named_mob(
} }
if let Some(fitness) = mob_template.attributes.fitness { if let Some(fitness) = mob_template.attributes.fitness {
attr.fitness = Attribute::new(fitness); attr.fitness = Attribute::new(fitness);
mob_fitness = fitness;
} }
if let Some(quickness) = mob_template.attributes.quickness { if let Some(quickness) = mob_template.attributes.quickness {
attr.quickness = Attribute::new(quickness); attr.quickness = Attribute::new(quickness);
} }
if let Some(intelligence) = mob_template.attributes.intelligence { if let Some(intelligence) = mob_template.attributes.intelligence {
attr.intelligence = Attribute::new(intelligence); attr.intelligence = Attribute::new(intelligence);
mob_int = intelligence;
} }
eb = eb.with(attr); eb = eb.with(attr);
let mob_level = if mob_template.level.is_some() {
mob_template.level.unwrap()
} else {
1
};
let mob_hp = npc_hp(mob_fitness, mob_level);
let mob_mana = mana_at_level(mob_int, mob_level);
let pools = Pools {
level: mob_level,
xp: 0,
hit_points: Pool {
current: mob_hp,
max: mob_hp,
},
mana: Pool {
current: mob_mana,
max: mob_mana,
},
};
eb = eb.with(pools);
let mut skills = Skills::new(1);
if let Some(mobskills) = &mob_template.skills {
for sk in mobskills.iter() {
match sk.0.as_str() {
"Melee" => {
skills.skills.insert(Skill::Melee, *sk.1);
}
"Defense" => {
skills.skills.insert(Skill::Defense, *sk.1);
}
"Magic" => {
skills.skills.insert(Skill::Magic, *sk.1);
}
_ => {
::rltk::console::log(format!("Unknown skill referenced [{}]", sk.0));
}
}
}
}
eb = eb.with(skills);
if mob_template.blocks_tile { if mob_template.blocks_tile {
eb = eb.with(BlocksTile {}); eb = eb.with(BlocksTile {});
} }
eb = eb.with(CombatStats {
max_hp: mob_template.stats.max_hp,
hp: mob_template.stats.hp,
power: mob_template.stats.power,
defense: mob_template.stats.defense,
});
eb = eb.with(Viewshed { eb = eb.with(Viewshed {
visible_tiles: Vec::new(), visible_tiles: Vec::new(),
range: mob_template.vision_range, range: mob_template.vision_range,

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@ -59,7 +59,6 @@ pub fn save_game(ecs: &mut World) {
Monster, Monster,
Name, Name,
BlocksTile, BlocksTile,
CombatStats,
SufferDamage, SufferDamage,
WantsToMelee, WantsToMelee,
Item, Item,
@ -94,6 +93,7 @@ pub fn save_game(ecs: &mut World) {
Quips, Quips,
Attributes, Attributes,
Skills, Skills,
Pools,
); );
} }
@ -155,7 +155,6 @@ pub fn load_game(ecs: &mut World) {
Monster, Monster,
Name, Name,
BlocksTile, BlocksTile,
CombatStats,
SufferDamage, SufferDamage,
WantsToMelee, WantsToMelee,
Item, Item,
@ -190,6 +189,7 @@ pub fn load_game(ecs: &mut World) {
Quips, Quips,
Attributes, Attributes,
Skills, Skills,
Pools,
); );
} }

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@ -5,6 +5,7 @@ use ::specs::prelude::*;
use ::specs::saveload::{MarkedBuilder, SimpleMarker}; use ::specs::saveload::{MarkedBuilder, SimpleMarker};
use crate::components::*; use crate::components::*;
use crate::gamesystem::{mana_at_level, player_hp_at_level};
use crate::random_table::RandomTable; use crate::random_table::RandomTable;
use crate::raws::{get_spawn_table_for_depth, spawn_named_entity, SpawnType, RAWS}; use crate::raws::{get_spawn_table_for_depth, spawn_named_entity, SpawnType, RAWS};
use crate::{Map, Rect, TileType}; use crate::{Map, Rect, TileType};
@ -25,12 +26,6 @@ pub fn player(ecs: &mut World, player_x: i32, player_y: i32) -> Entity {
.with(Player {}) .with(Player {})
.with(Viewshed::default()) .with(Viewshed::default())
.with(Name::from("Player")) .with(Name::from("Player"))
.with(CombatStats {
max_hp: 30,
hp: 30,
defense: 2,
power: 5,
})
.with(HungerClock { .with(HungerClock {
state: HungerState::WellFed, state: HungerState::WellFed,
duration: 20, duration: 20,
@ -41,6 +36,19 @@ pub fn player(ecs: &mut World, player_x: i32, player_y: i32) -> Entity {
quickness: Attribute::new(11), quickness: Attribute::new(11),
intelligence: Attribute::new(11), intelligence: Attribute::new(11),
}) })
.with(Skills::new(1))
.with(Pools {
hit_points: Pool {
current: player_hp_at_level(11, 1),
max: player_hp_at_level(11, 1),
},
mana: Pool {
current: mana_at_level(11, 1),
max: mana_at_level(11, 1),
},
xp: 0,
level: 1,
})
.marked::<SimpleMarker<SerializeMe>>() .marked::<SimpleMarker<SerializeMe>>()
.build() .build()
} }