Refactor potion, and its associated components to be more generic

This commit is contained in:
Timothy Warren 2021-11-04 15:06:04 -04:00
parent 923e0dc42b
commit 4e9869b09f
4 changed files with 54 additions and 34 deletions

View File

@ -72,7 +72,7 @@ impl SufferDamage {
pub struct Item {}
#[derive(Component, Debug)]
pub struct Potion {
pub struct ProvidesHealing {
pub heal_amount: i32,
}
@ -88,11 +88,14 @@ pub struct WantsToPickupItem {
}
#[derive(Component, Debug)]
pub struct WantsToDrinkPotion {
pub potion: Entity,
pub struct WantsToUseItem {
pub item: Entity,
}
#[derive(Component, Debug, Clone)]
pub struct WantsToDropItem {
pub item: Entity,
}
#[derive(Component, Debug)]
pub struct Consumable {}

View File

@ -1,6 +1,6 @@
use crate::{
game_log::GameLog, CombatStats, InBackpack, Name, Position, Potion, WantsToDrinkPotion,
WantsToDropItem, WantsToPickupItem,
game_log::GameLog, CombatStats, Consumable, InBackpack, Map, Name, Position, ProvidesHealing,
WantsToDropItem, WantsToPickupItem, WantsToUseItem,
};
use specs::prelude::*;
@ -44,17 +44,19 @@ impl<'a> System<'a> for ItemCollectionSystem {
}
}
pub struct PotionUseSystem {}
pub struct ItemUseSystem {}
impl<'a> System<'a> for PotionUseSystem {
impl<'a> System<'a> for ItemUseSystem {
#[allow(clippy::type_complexity)]
type SystemData = (
ReadExpect<'a, Entity>,
WriteExpect<'a, GameLog>,
ReadExpect<'a, Map>,
Entities<'a>,
WriteStorage<'a, WantsToDrinkPotion>,
WriteStorage<'a, WantsToUseItem>,
ReadStorage<'a, Name>,
ReadStorage<'a, Potion>,
ReadStorage<'a, Consumable>,
ReadStorage<'a, ProvidesHealing>,
WriteStorage<'a, CombatStats>,
);
@ -62,33 +64,42 @@ impl<'a> System<'a> for PotionUseSystem {
let (
player_entity,
mut gamelog,
map,
entities,
mut wants_drink,
mut wants_use,
names,
potions,
consumables,
healing,
mut combat_stats,
) = data;
for (entity, drink, stats) in (&entities, &wants_drink, &mut combat_stats).join() {
match potions.get(drink.potion) {
for (entity, useitem, stats) in (&entities, &wants_use, &mut combat_stats).join() {
match healing.get(useitem.item) {
None => {}
Some(potion) => {
stats.hp = i32::min(stats.max_hp, stats.hp + potion.heal_amount);
Some(healer) => {
stats.hp = i32::min(stats.max_hp, stats.hp + healer.heal_amount);
if entity == *player_entity {
gamelog.entries.push(format!(
"You drink the {}, healing {} hp.",
names.get(drink.potion).unwrap().name,
potion.heal_amount
names.get(useitem.item).unwrap().name,
healer.heal_amount
));
}
entities
.delete(drink.potion)
.expect("Failed to delete potion");
}
}
}
wants_drink.clear();
let consumable = consumables.get(useitem.item);
match consumable {
None => {}
Some(_) => {
entities
.delete(useitem.item)
.expect("Failed to consume item");
}
}
}
wants_use.clear();
}
}

View File

@ -18,7 +18,7 @@ mod visibility_system;
pub use components::*;
use damage_system::DamageSystem;
pub use game_log::GameLog;
use inventory_system::{ItemCollectionSystem, ItemDropSystem, PotionUseSystem};
use inventory_system::{ItemCollectionSystem, ItemDropSystem, ItemUseSystem};
pub use map::*;
use map_indexing_system::MapIndexingSystem;
use melee_combat_system::MeleeCombatSystem;
@ -55,6 +55,10 @@ pub struct State {
}
impl State {
fn new() -> Self {
State { ecs: World::new() }
}
fn run_systems(&mut self) {
let mut vis = VisibilitySystem {};
vis.run_now(&self.ecs);
@ -74,8 +78,8 @@ impl State {
let mut pickup = ItemCollectionSystem {};
pickup.run_now(&self.ecs);
let mut potions = PotionUseSystem {};
potions.run_now(&self.ecs);
let mut items = ItemUseSystem {};
items.run_now(&self.ecs);
let mut drop_items = ItemDropSystem {};
drop_items.run_now(&self.ecs);
@ -140,15 +144,15 @@ impl GameState for State {
gui::ItemMenuResult::NoResponse => {}
gui::ItemMenuResult::Selected => {
let item_entity = result.1.unwrap();
let mut intent = self.ecs.write_storage::<WantsToDrinkPotion>();
let mut intent = self.ecs.write_storage::<WantsToUseItem>();
intent
.insert(
*self.ecs.fetch::<Entity>(),
WantsToDrinkPotion {
potion: item_entity,
WantsToUseItem {
item: item_entity,
},
)
.expect("failed to add intent to drink potion");
.expect("failed to add intent to use item");
newrunstate = RunState::PlayerTurn;
}
@ -192,7 +196,7 @@ fn main() -> rltk::BError {
.with_title("Roguelike Tutorial")
.build()?;
let mut gs = State { ecs: World::new() };
let mut gs = State::new();
register!(
gs <-
@ -207,14 +211,15 @@ fn main() -> rltk::BError {
WantsToMelee,
SufferDamage,
Item,
Potion,
ProvidesHealing,
InBackpack,
WantsToPickupItem,
WantsToDrinkPotion,
WantsToUseItem,
WantsToDropItem,
Consumable,
);
let map: Map = Map::new_map_rooms_and_corridors();
let map = Map::new_map_rooms_and_corridors();
let (player_x, player_y) = map.rooms[0].center();
let player_entity = spawner::player(&mut gs.ecs, player_x, player_y);

View File

@ -1,6 +1,6 @@
use crate::{
BlocksTile, CombatStats, Item, Monster, Name, Player, Position, Potion, Rect, Renderable,
Viewshed, MAP_WIDTH,
BlocksTile, CombatStats, Consumable, Item, Monster, Name, Player, Position, ProvidesHealing,
Rect, Renderable, Viewshed, MAP_WIDTH,
};
use rltk::{RandomNumberGenerator, RGB};
use specs::prelude::*;
@ -160,6 +160,7 @@ fn health_potion(ecs: &mut World, x: i32, y: i32) {
name: "Health Potion".to_string(),
})
.with(Item {})
.with(Potion { heal_amount: 8 })
.with(Consumable {})
.with(ProvidesHealing { heal_amount: 8 })
.build();
}