Complete Section 5.7, replacing the CombatStats component with a new Pools component for more flexibility
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2e02e30bc6
@ -80,14 +80,6 @@ impl Name {
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#[derive(Component, Debug, Serialize, Deserialize, Clone, Default)]
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#[derive(Component, Debug, Serialize, Deserialize, Clone, Default)]
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pub struct BlocksTile {}
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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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#[derive(Component, Debug, ConvertSaveload, Clone)]
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pub struct WantsToMelee {
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pub struct WantsToMelee {
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pub target: Entity,
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pub target: Entity,
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@ -284,11 +276,36 @@ pub enum Skill {
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Magic,
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Magic,
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}
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}
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#[derive(Component, Debug, Serialize, Deserialize, Clone)]
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#[derive(Component, Debug, Default, Serialize, Deserialize, Clone)]
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pub struct Skills {
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pub struct Skills {
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pub skills: HashMap<Skill, i32>,
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pub skills: HashMap<Skill, i32>,
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}
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}
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impl Skills {
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pub fn new(level: i32) -> Self {
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let mut skills = Skills::default();
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skills.skills.insert(Skill::Melee, level);
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skills.skills.insert(Skill::Defense, level);
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skills.skills.insert(Skill::Magic, level);
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skills
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}
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}
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#[derive(Debug, Serialize, Deserialize, Clone)]
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pub struct Pool {
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pub max: i32,
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pub current: i32,
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}
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#[derive(Component, Debug, Serialize, Deserialize, Clone)]
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pub struct Pools {
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pub hit_points: Pool,
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pub mana: Pool,
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pub xp: i32,
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pub level: i32,
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}
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// Serialization helper code. We need to implement ConvertSaveLoad for each type that contains an
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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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// Entity.
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@ -1,6 +1,6 @@
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use ::specs::prelude::*;
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use ::specs::prelude::*;
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use crate::components::{CombatStats, Name, Player, SufferDamage};
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use crate::components::{Name, Player, Pools, SufferDamage};
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use crate::game_log::GameLog;
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use crate::game_log::GameLog;
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use crate::{Map, Position, RunState};
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use crate::{Map, Position, RunState};
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@ -8,7 +8,7 @@ pub struct DamageSystem {}
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impl<'a> System<'a> for DamageSystem {
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impl<'a> System<'a> for DamageSystem {
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type SystemData = (
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type SystemData = (
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WriteStorage<'a, CombatStats>,
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WriteStorage<'a, Pools>,
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WriteStorage<'a, SufferDamage>,
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WriteStorage<'a, SufferDamage>,
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ReadStorage<'a, Position>,
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ReadStorage<'a, Position>,
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WriteExpect<'a, Map>,
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WriteExpect<'a, Map>,
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@ -19,7 +19,7 @@ impl<'a> System<'a> for DamageSystem {
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let (mut stats, mut damage, positions, mut map, entities) = data;
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let (mut stats, mut damage, positions, mut map, entities) = data;
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for (entity, mut stats, damage) in (&entities, &mut stats, &damage).join() {
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for (entity, mut stats, damage) in (&entities, &mut stats, &damage).join() {
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stats.hp -= damage.amount.iter().sum::<i32>();
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stats.hit_points.current -= damage.amount.iter().sum::<i32>();
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if let Some(pos) = positions.get(entity) {
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if let Some(pos) = positions.get(entity) {
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let idx = map.xy_idx(pos.x, pos.y);
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let idx = map.xy_idx(pos.x, pos.y);
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@ -36,16 +36,15 @@ pub fn delete_the_dead(ecs: &mut World) {
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// Scope for the sake of the borrow checker
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// Scope for the sake of the borrow checker
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{
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{
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let combat_stats = ecs.read_storage::<CombatStats>();
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let combat_stats = ecs.read_storage::<Pools>();
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let players = ecs.read_storage::<Player>();
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let players = ecs.read_storage::<Player>();
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let names = ecs.read_storage::<Name>();
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let names = ecs.read_storage::<Name>();
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let entities = ecs.entities();
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let entities = ecs.entities();
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let mut log = ecs.write_resource::<GameLog>();
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let mut log = ecs.write_resource::<GameLog>();
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for (entity, stats) in (&entities, &combat_stats).join() {
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for (entity, stats) in (&entities, &combat_stats).join() {
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if stats.hp < 1 {
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if stats.hit_points.current < 1 {
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let player = players.get(entity);
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match players.get(entity) {
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match player {
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None => {
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None => {
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if let Some(victim_name) = names.get(entity) {
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if let Some(victim_name) = names.get(entity) {
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log.append(format!("{} is dead", &victim_name.name));
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log.append(format!("{} is dead", &victim_name.name));
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@ -1,3 +1,38 @@
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use crate::{Skill, Skills};
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pub fn attr_bonus(value: i32) -> i32 {
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pub fn attr_bonus(value: i32) -> i32 {
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(value - 10) / 2 // See: https://roll20.net/compendium/dnd5e/Ability%20Scores#content
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(value - 10) / 2 // See: https://roll20.net/compendium/dnd5e/Ability%20Scores#content
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}
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}
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pub fn player_hp_per_level(fitness: i32) -> i32 {
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10 + attr_bonus(fitness)
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}
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pub fn player_hp_at_level(fitness: i32, level: i32) -> i32 {
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player_hp_per_level(fitness) * level
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}
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pub fn npc_hp(fitness: i32, level: i32) -> i32 {
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let mut total = 1;
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for _i in 0..level {
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total += i32::max(1, 8 + attr_bonus(fitness));
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}
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total
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}
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pub fn mana_per_level(intelligence: i32) -> i32 {
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i32::max(1, 4 + attr_bonus(intelligence))
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}
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pub fn mana_at_level(intelligence: i32, level: i32) -> i32 {
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mana_per_level(intelligence) * level
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}
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pub fn skill_bonus(skill: Skill, skills: &Skills) -> i32 {
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if skills.skills.contains_key(&skill) {
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skills.skills[&skill]
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} else {
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-4
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}
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}
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13
src/gui.rs
13
src/gui.rs
@ -2,7 +2,7 @@ use ::rltk::{Point, Rltk, VirtualKeyCode, RGB};
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use ::specs::prelude::*;
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use ::specs::prelude::*;
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use crate::components::{
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use crate::components::{
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CombatStats, HungerClock, HungerState, InBackpack, Name, Player, Position, Viewshed,
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HungerClock, HungerState, InBackpack, Name, Player, Pools, Position, Viewshed,
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};
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};
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use crate::game_log::GameLog;
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use crate::game_log::GameLog;
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use crate::rex_assets::RexAssets;
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use crate::rex_assets::RexAssets;
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@ -18,13 +18,16 @@ pub fn draw_ui(ecs: &World, ctx: &mut Rltk) {
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RGB::named(rltk::BLACK),
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RGB::named(rltk::BLACK),
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);
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);
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let combat_stats = ecs.read_storage::<CombatStats>();
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let combat_stats = ecs.read_storage::<Pools>();
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let players = ecs.read_storage::<Player>();
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let players = ecs.read_storage::<Player>();
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let hunger = ecs.read_storage::<HungerClock>();
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let hunger = ecs.read_storage::<HungerClock>();
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// Display player health
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// Display player health
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for (_player, stats, hc) in (&players, &combat_stats, &hunger).join() {
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for (_player, stats, hc) in (&players, &combat_stats, &hunger).join() {
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let health = format!(" HP: {} / {} ", stats.hp, stats.max_hp);
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let health = format!(
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" HP: {} / {} ",
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stats.hit_points.current, stats.hit_points.max
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);
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ctx.print_color(
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ctx.print_color(
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12,
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12,
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43,
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43,
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@ -37,8 +40,8 @@ pub fn draw_ui(ecs: &World, ctx: &mut Rltk) {
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29,
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29,
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43,
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43,
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51,
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51,
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stats.hp,
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stats.hit_points.current,
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stats.max_hp,
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stats.hit_points.max,
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RGB::named(rltk::RED),
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RGB::named(rltk::RED),
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RGB::named(rltk::BLACK),
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RGB::named(rltk::BLACK),
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);
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);
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@ -60,7 +60,7 @@ impl<'a> System<'a> for ItemUseSystem {
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ReadStorage<'a, Consumable>,
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ReadStorage<'a, Consumable>,
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ReadStorage<'a, ProvidesHealing>,
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ReadStorage<'a, ProvidesHealing>,
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ReadStorage<'a, InflictsDamage>,
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ReadStorage<'a, InflictsDamage>,
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WriteStorage<'a, CombatStats>,
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WriteStorage<'a, Pools>,
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WriteStorage<'a, SufferDamage>,
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WriteStorage<'a, SufferDamage>,
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ReadStorage<'a, AreaOfEffect>,
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ReadStorage<'a, AreaOfEffect>,
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WriteStorage<'a, Confusion>,
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WriteStorage<'a, Confusion>,
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@ -233,7 +233,10 @@ impl<'a> System<'a> for ItemUseSystem {
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for target in targets.iter() {
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for target in targets.iter() {
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if let Some(stats) = combat_stats.get_mut(*target) {
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if let Some(stats) = combat_stats.get_mut(*target) {
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stats.hp = i32::min(stats.max_hp, stats.hp + healer.heal_amount);
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stats.hit_points.current = i32::min(
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stats.hit_points.max,
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stats.hit_points.current + healer.heal_amount,
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);
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if entity == *player_entity {
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if entity == *player_entity {
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gamelog.append(format!(
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gamelog.append(format!(
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"You drink the {}, healing {} hp.",
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"You drink the {}, healing {} hp.",
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11
src/main.rs
11
src/main.rs
@ -417,15 +417,8 @@ impl State {
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self.generate_world_map(current_depth + 1);
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self.generate_world_map(current_depth + 1);
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// Notify the player
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// Notify the player
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let player_entity = self.ecs.fetch::<Entity>();
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let mut gamelog = self.ecs.fetch_mut::<GameLog>();
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let mut gamelog = self.ecs.fetch_mut::<GameLog>();
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gamelog.append("You descend to the next level, and take a moment to heal.");
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gamelog.append("You descend to the next level.");
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// Give them some health
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let mut player_health_store = self.ecs.write_storage::<CombatStats>();
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if let Some(player_health) = player_health_store.get_mut(*player_entity) {
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player_health.hp = i32::max(player_health.hp, player_health.max_hp / 2);
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}
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}
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}
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fn game_over_cleanup(&mut self) {
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fn game_over_cleanup(&mut self) {
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@ -508,7 +501,6 @@ fn main() -> ::rltk::BError {
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Monster,
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Monster,
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Name,
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Name,
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BlocksTile,
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BlocksTile,
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CombatStats,
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WantsToMelee,
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WantsToMelee,
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SufferDamage,
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SufferDamage,
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Item,
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Item,
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@ -544,6 +536,7 @@ fn main() -> ::rltk::BError {
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Quips,
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Quips,
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Attributes,
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Attributes,
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Skills,
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Skills,
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Pools,
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);
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);
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gs.ecs.insert(SimpleMarkerAllocator::<SerializeMe>::new());
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gs.ecs.insert(SimpleMarkerAllocator::<SerializeMe>::new());
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@ -1,11 +1,11 @@
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use ::rltk::RGB;
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use ::rltk::{RandomNumberGenerator, RGB};
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use ::specs::prelude::*;
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use ::specs::prelude::*;
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use crate::components::{
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use crate::components::{
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CombatStats, DefenseBonus, Equipped, HungerClock, HungerState, MeleePowerBonus, Name,
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Attributes, HungerClock, HungerState, Name, Pools, Skill, Skills, SufferDamage, WantsToMelee,
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SufferDamage, WantsToMelee,
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};
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};
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use crate::game_log::GameLog;
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use crate::game_log::GameLog;
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use crate::gamesystem::skill_bonus;
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use crate::particle_system::ParticleBuilder;
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use crate::particle_system::ParticleBuilder;
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use crate::Position;
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use crate::Position;
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@ -18,14 +18,14 @@ impl<'a> System<'a> for MeleeCombatSystem {
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WriteExpect<'a, GameLog>,
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WriteExpect<'a, GameLog>,
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WriteStorage<'a, WantsToMelee>,
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WriteStorage<'a, WantsToMelee>,
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ReadStorage<'a, Name>,
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ReadStorage<'a, Name>,
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ReadStorage<'a, CombatStats>,
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ReadStorage<'a, Attributes>,
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ReadStorage<'a, Skills>,
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WriteStorage<'a, SufferDamage>,
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WriteStorage<'a, SufferDamage>,
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ReadStorage<'a, MeleePowerBonus>,
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ReadStorage<'a, DefenseBonus>,
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ReadStorage<'a, Equipped>,
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WriteExpect<'a, ParticleBuilder>,
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WriteExpect<'a, ParticleBuilder>,
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ReadStorage<'a, Position>,
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ReadStorage<'a, Position>,
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ReadStorage<'a, HungerClock>,
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ReadStorage<'a, HungerClock>,
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ReadStorage<'a, Pools>,
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WriteExpect<'a, RandomNumberGenerator>,
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);
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);
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fn run(&mut self, data: Self::SystemData) {
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fn run(&mut self, data: Self::SystemData) {
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@ -34,47 +34,77 @@ impl<'a> System<'a> for MeleeCombatSystem {
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mut log,
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mut log,
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mut wants_melee,
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mut wants_melee,
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names,
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names,
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combat_stats,
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attributes,
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skills,
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mut inflict_damage,
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mut inflict_damage,
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melee_power_bonuses,
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defense_bonuses,
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equipped,
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mut particle_builder,
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mut particle_builder,
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positions,
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positions,
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hunger_clock,
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hunger_clock,
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pools,
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mut rng,
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) = data;
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) = data;
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for (entity, wants_melee, name, stats) in
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for (entity, wants_melee, name, attacker_attributes, attacker_skills, attacker_pools) in (
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(&entities, &wants_melee, &names, &combat_stats).join()
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&entities,
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&wants_melee,
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&names,
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&attributes,
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&skills,
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&pools,
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)
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.join()
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{
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{
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if stats.hp > 0 {
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// Are the attacker and defender alive? Only attack if they are
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let mut offensive_bonus = 0;
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let target_pools = pools.get(wants_melee.target).unwrap();
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for (_item_entity, power_bonus, equipped_by) in
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let target_attributes = attributes.get(wants_melee.target).unwrap();
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(&entities, &melee_power_bonuses, &equipped).join()
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let target_skills = skills.get(wants_melee.target).unwrap();
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{
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if attacker_pools.hit_points.current > 0 && target_pools.hit_points.current > 0 {
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if equipped_by.owner == entity {
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let target_name = names.get(wants_melee.target).unwrap();
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offensive_bonus += power_bonus.power;
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}
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}
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let natural_roll = rng.roll_dice(1, 20);
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let attribute_hit_bonus = attacker_attributes.might.bonus;
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let skill_hit_bonus = skill_bonus(Skill::Melee, &*attacker_skills);
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let weapon_hit_bonus = 0; // TODO: Once weapons support this
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let mut status_hit_bonus = 0;
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if let Some(hc) = hunger_clock.get(entity) {
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if let Some(hc) = hunger_clock.get(entity) {
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// Well-Fed grants +1
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if hc.state == HungerState::WellFed {
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if hc.state == HungerState::WellFed {
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offensive_bonus += 1;
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status_hit_bonus += 1;
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}
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}
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}
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}
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let modified_hit_roll = natural_roll
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+ attribute_hit_bonus
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+ skill_hit_bonus
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+ weapon_hit_bonus
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|
+ status_hit_bonus;
|
||||||
|
|
||||||
let target_stats = combat_stats.get(wants_melee.target).unwrap();
|
let base_armor_class = 10;
|
||||||
if target_stats.hp > 0 {
|
let armor_quickness_bonus = target_attributes.quickness.bonus;
|
||||||
let target_name = names.get(wants_melee.target).unwrap();
|
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;
|
||||||
|
|
||||||
let mut defensive_bonus = 0;
|
if natural_roll != 1 && (natural_roll == 20 || modified_hit_roll > armor_class) {
|
||||||
for (_item_entity, defense_bonus, equipped_by) in
|
// Target hit! Until we support weapons, we're going with 1d4
|
||||||
(&entities, &defense_bonuses, &equipped).join()
|
let base_damage = rng.roll_dice(1, 4);
|
||||||
{
|
let attr_damage_bonus = attacker_attributes.might.bonus;
|
||||||
if equipped_by.owner == wants_melee.target {
|
let skill_damage_bonus = skill_bonus(Skill::Melee, &*attacker_skills);
|
||||||
defensive_bonus += defense_bonus.defense;
|
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 damage == 0 {
|
if let Some(pos) = positions.get(wants_melee.target) {
|
||||||
log.append(format!(
|
particle_builder.request(
|
||||||
"{} is unable to hurt {}",
|
pos.x,
|
||||||
&name.name, &target_name.name
|
pos.y,
|
||||||
));
|
RGB::named(rltk::BLUE),
|
||||||
} else {
|
RGB::named(rltk::BLACK),
|
||||||
log.append(format!(
|
rltk::to_cp437('‼'),
|
||||||
"{} hits {}, for {} hp",
|
200.0,
|
||||||
&name.name, &target_name.name, damage
|
);
|
||||||
));
|
}
|
||||||
SufferDamage::new_damage(&mut inflict_damage, wants_melee.target, damage);
|
} else {
|
||||||
|
// Miss
|
||||||
|
log.append(format!(
|
||||||
|
"{} attacks {}, but can't connect",
|
||||||
|
name.name, target_name.name
|
||||||
|
));
|
||||||
|
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,
|
||||||
|
);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -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
|
||||||
|
@ -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)]
|
||||||
|
@ -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,
|
||||||
|
@ -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,
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -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()
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user