Add RangedCombatSystem
This commit is contained in:
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3ecf6ec97e
commit
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@ -2,7 +2,7 @@
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use ::rltk::{Point, Rltk};
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use ::specs::prelude::*;
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use crate::components::{Hidden, Position, Renderable, TileSize};
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use crate::components::{Hidden, Position, Renderable, Target, TileSize};
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use crate::map::tile_glyph;
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use crate::{colors, Map};
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@ -61,6 +61,7 @@ pub fn render_camera(ecs: &World, ctx: &mut Rltk) {
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let map = ecs.fetch::<Map>();
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let sizes = ecs.read_storage::<TileSize>();
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let entities = ecs.entities();
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let targets = ecs.read_storage::<Target>();
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let mut data = (&positions, &renderables, &entities, !&hidden)
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.join()
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@ -103,8 +104,8 @@ pub fn render_camera(ecs: &World, ctx: &mut Rltk) {
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&& entity_screen_y < map_height
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{
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ctx.set(
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entity_screen_x,
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entity_screen_y,
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entity_screen_x + 1,
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entity_screen_y + 1,
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render.fg,
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render.bg,
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render.glyph,
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@ -112,6 +113,25 @@ pub fn render_camera(ecs: &World, ctx: &mut Rltk) {
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}
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}
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}
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if targets.get(*entity).is_some() {
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let entity_screen_x = pos.x - min_x;
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let entity_screen_y = pos.y - min_y;
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ctx.set(
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entity_screen_x,
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entity_screen_y + 1,
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colors::RED,
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colors::YELLOW,
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::rltk::to_cp437('['),
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);
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ctx.set(
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entity_screen_x + 2,
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entity_screen_y + 1,
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colors::RED,
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colors::YELLOW,
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::rltk::to_cp437(']'),
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)
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}
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}
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}
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@ -527,3 +527,8 @@ pub struct TileSize {
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pub struct OnDeath {
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pub abilities: Vec<SpecialAbility>,
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}
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#[derive(Component, Debug, ConvertSaveload, Clone)]
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pub struct WantsToShoot {
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pub target: Entity,
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}
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@ -237,7 +237,7 @@ pub fn draw_ui(ecs: &World, ctx: &mut Rltk) {
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};
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if let Some(range) = weapon.range {
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weapon_info += &format!(" (range: {}, F to fire)", range);
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weapon_info += &format!(" (range: {}, F to fire, V cycle targets)", range);
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}
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weapon_info += " ├";
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ctx.print_color(3, 45, colors::YELLOW, colors::BLACK, &weapon_info);
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@ -24,6 +24,7 @@ mod movement_system;
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mod particle_system;
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mod player;
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mod random_table;
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mod ranged_combat_system;
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mod raws;
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mod rect;
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mod rex_assets;
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@ -158,6 +159,7 @@ fn init_state() -> State {
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WantsToMelee,
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WantsToPickupItem,
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WantsToRemoveItem,
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WantsToShoot,
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WantsToUseItem,
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Weapon,
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Wearable,
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@ -1,15 +1,16 @@
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use std::cmp::{max, min};
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use ::rltk::{Point, Rltk, VirtualKeyCode};
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use ::rltk::{DistanceAlg, Point, Rltk, VirtualKeyCode};
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use ::specs::prelude::*;
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use crate::components::{
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Attributes, BlocksTile, BlocksVisibility, Door, EntityMoved, Faction, HungerClock, HungerState,
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Item, Player, Pools, Position, Renderable, Vendor, Viewshed, WantsToMelee, WantsToPickupItem,
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Attributes, BlocksTile, BlocksVisibility, Door, EntityMoved, Equipped, Faction, HungerClock,
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HungerState, Item, Player, Pools, Position, Renderable, Target, Vendor, Viewshed, WantsToMelee,
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WantsToPickupItem,
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};
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use crate::game_log::GameLog;
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use crate::raws::{self, Reaction, RAWS};
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use crate::{spatial, Map, RunState, State, TileType, VendorMode, WantsToCastSpell};
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use crate::{spatial, Map, RunState, State, TileType, VendorMode, WantsToCastSpell, Weapon};
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pub fn try_move_player(delta_x: i32, delta_y: i32, ecs: &mut World) -> RunState {
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let mut positions = ecs.write_storage::<Position>();
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@ -347,6 +348,87 @@ fn use_spell_hotkey(gs: &mut State, key: i32) -> RunState {
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RunState::Ticking
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}
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fn get_player_target_list(ecs: &mut World) -> Vec<(f32, Entity)> {
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let mut possible_targets = Vec::new();
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let viewsheds = ecs.read_storage::<Viewshed>();
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let player_entity = ecs.fetch::<Entity>();
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let equipped = ecs.read_storage::<Equipped>();
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let weapon = ecs.read_storage::<Weapon>();
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let map = ecs.fetch::<Map>();
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let positions = ecs.read_storage::<Position>();
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let factions = ecs.read_storage::<Faction>();
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for (equipped, weapon) in (&equipped, &weapon).join() {
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if equipped.owner == *player_entity {
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if let Some(range) = weapon.range {
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if let Some(vs) = viewsheds.get(*player_entity) {
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let player_pos = positions.get(*player_entity).unwrap();
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for tile_point in vs.visible_tiles.iter() {
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let tile_idx = map.xy_idx(tile_point.x, tile_point.y);
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let distance_to_target = DistanceAlg::Pythagoras
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.distance2d(*tile_point, Point::from(*player_pos));
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if distance_to_target < range as f32 {
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spatial::for_each_tile_content(tile_idx, |possible_target| {
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if possible_target != *player_entity
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&& factions.get(possible_target).is_some()
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{
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possible_targets.push((distance_to_target, possible_target));
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}
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});
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}
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}
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}
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}
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}
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}
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possible_targets.sort_by(|a, b| a.0.partial_cmp(&b.0).unwrap());
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possible_targets
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}
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fn cycle_target(ecs: &mut World) {
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let possible_targets = get_player_target_list(ecs);
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let mut targets = ecs.write_storage::<Target>();
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let entities = ecs.entities();
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let mut current_target: Option<Entity> = None;
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for (e, _t) in (&entities, &targets).join() {
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current_target = Some(e);
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}
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targets.clear();
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if let Some(current_target) = current_target {
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if !possible_targets.len() > 1 {
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let mut index = 0;
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for (i, target) in possible_targets.iter().enumerate() {
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if target.1 == current_target {
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index = 1;
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}
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}
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if index > possible_targets.len() - 2 {
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targets.insert(possible_targets[0].1, Target {});
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} else {
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targets.insert(possible_targets[index + 1].1, Target {});
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}
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}
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}
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}
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pub fn end_turn_targeting(ecs: &mut World) {
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let possible_targets = get_player_target_list(ecs);
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let mut targets = ecs.write_storage::<Target>();
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targets.clear();
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if !possible_targets.is_empty() {
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targets
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.insert(possible_targets[0].1, Target {})
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.expect("Failed to insert Target tag");
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}
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}
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pub fn player_input(gs: &mut State, ctx: &mut Rltk) -> RunState {
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// Hotkeys
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if (ctx.shift || ctx.control) && ctx.key.is_some() {
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@ -453,6 +535,13 @@ pub fn player_input(gs: &mut State, ctx: &mut Rltk) -> RunState {
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// Cheating!
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VirtualKeyCode::Backslash => return RunState::ShowCheatMenu,
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// Ranged
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VirtualKeyCode::V => {
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cycle_target(&mut gs.ecs);
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return RunState::AwaitingInput;
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}
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_ => return RunState::AwaitingInput,
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},
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}
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257
src/ranged_combat_system.rs
Normal file
257
src/ranged_combat_system.rs
Normal file
@ -0,0 +1,257 @@
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use ::specs::prelude::*;
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use rltk::{to_cp437, LineAlg, Point, RandomNumberGenerator};
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use crate::components::{
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Attributes, EquipmentSlot, Equipped, HungerClock, HungerState, Name, NaturalAttackDefense,
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Pools, Position, Skill, Skills, WantsToShoot, Weapon, WeaponAttribute, Wearable,
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};
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use crate::effects::{add_effect, EffectType, Targets};
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use crate::game_log::GameLog;
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use crate::gamesystem::skill_bonus;
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use crate::{colors, Map};
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pub struct RangedCombatSystem {}
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impl<'a> System<'a> for RangedCombatSystem {
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#[allow(clippy::type_complexity)]
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type SystemData = (
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Entities<'a>,
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WriteExpect<'a, GameLog>,
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WriteStorage<'a, WantsToShoot>,
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ReadStorage<'a, Name>,
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ReadStorage<'a, Attributes>,
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ReadStorage<'a, Skills>,
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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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ReadStorage<'a, Equipped>,
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ReadStorage<'a, Weapon>,
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ReadStorage<'a, Wearable>,
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ReadStorage<'a, NaturalAttackDefense>,
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ReadStorage<'a, Position>,
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ReadExpect<'a, Map>,
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);
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fn run(&mut self, data: Self::SystemData) {
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let (
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entities,
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mut log,
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mut wants_shoot,
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names,
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attributes,
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skills,
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hunger_clock,
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pools,
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mut rng,
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equipped_items,
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weapons,
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wearables,
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natural,
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positions,
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map,
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) = data;
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for (entity, wants_shoot, name, attacker_attributes, attacker_skills, attacker_pools) in (
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&entities,
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&wants_shoot,
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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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// Are the attacker and defender alive? Only attack if they are
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let target_pools = pools.get(wants_shoot.target).unwrap();
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let target_attributes = attributes.get(wants_shoot.target).unwrap();
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let target_skills = skills.get(wants_shoot.target).unwrap();
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if attacker_pools.hit_points.current > 0 && target_pools.hit_points.current > 0 {
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let target_name = names.get(wants_shoot.target).unwrap();
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// Fire projectile effect
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// let apos = positions.get(entity).unwrap();
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// let dpos = positions.get(wants_shoot.target).unwrap();
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// add_effect(
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// None,
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// EffectType::ParticleProjectile {
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// glyph: to_cp437('*'),
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// fg: colors::CYAN,
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// bg: colors::BLACK,
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// lifespan: 300.0,
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// speed: 50.0,
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// path: ::rltk::line2d(
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// LineAlg::Bresenham,
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// Point::from(*apos),
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// Point::from(*dpos),
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// ),
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// },
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// Targets::Tile {
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// tile_idx: map.xy_idx(apos.x, apos.y) as i32,
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// },
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// );
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// Define the basic unarmed attack -- overridden by wielding check below if a weapon is equipped
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let mut weapon_info = Weapon {
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range: None,
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attribute: WeaponAttribute::Might,
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hit_bonus: 0,
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damage_n_dice: 1,
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damage_die_type: 4,
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damage_bonus: 0,
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proc_chance: None,
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proc_target: None,
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};
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if let Some(nat) = natural.get(entity) {
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if !nat.attacks.is_empty() {
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let attack_index = if nat.attacks.len() == 1 {
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0
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} else {
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rng.roll_dice(1, nat.attacks.len() as i32) as usize - 1
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};
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let attk = &nat.attacks[attack_index];
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weapon_info.hit_bonus = attk.hit_bonus;
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weapon_info.damage_n_dice = attk.damage_n_dice;
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weapon_info.damage_die_type = attk.damage_die_type;
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weapon_info.damage_bonus = attk.damage_bonus;
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}
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}
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let mut weapon_entity: Option<Entity> = None;
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for (weaponentity, wielded, weapon) in (&entities, &equipped_items, &weapons).join()
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{
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if wielded.owner == entity && wielded.slot == EquipmentSlot::Melee {
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weapon_info = weapon.clone();
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weapon_entity = Some(weaponentity);
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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 = if weapon_info.attribute == WeaponAttribute::Might {
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attacker_attributes.might.bonus
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} else {
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attacker_attributes.quickness.bonus
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};
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let skill_hit_bonus = skill_bonus(Skill::Melee, &*attacker_skills);
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let weapon_hit_bonus = weapon_info.hit_bonus;
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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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// Well-Fed grants +1
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if hc.state == HungerState::WellFed {
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status_hit_bonus += 1;
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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;
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let mut armor_item_bonus_f = 0.0;
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for (wielded, armor) in (&equipped_items, &wearables).join() {
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if wielded.owner == wants_shoot.target {
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armor_item_bonus_f += armor.armor_class;
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}
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}
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let base_armor_class = match natural.get(wants_shoot.target) {
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None => 10,
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Some(nat) => nat.armor_class.unwrap_or(10),
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};
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let armor_quickness_bonus = target_attributes.quickness.bonus;
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let armor_skill_bonus = skill_bonus(Skill::Defense, &*target_skills);
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let armor_item_bonus = armor_item_bonus_f as i32;
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let armor_class =
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base_armor_class + armor_quickness_bonus + armor_skill_bonus + armor_item_bonus;
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if natural_roll != 1 && (natural_roll == 20 || modified_hit_roll > armor_class) {
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// Target hit! Until we support weapons, we're going with 1d4
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let base_damage = rng.roll_dice(1, 4);
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let attr_damage_bonus = attacker_attributes.might.bonus;
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let skill_damage_bonus = skill_bonus(Skill::Melee, &*attacker_skills);
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let weapon_damage_bonus = weapon_info.damage_bonus;
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let damage = i32::max(
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0,
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base_damage
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+ attr_damage_bonus
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+ skill_hit_bonus
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+ skill_damage_bonus
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+ weapon_damage_bonus,
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);
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add_effect(
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Some(entity),
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EffectType::Damage { amount: damage },
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Targets::Single {
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target: wants_shoot.target,
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},
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);
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log.append(format!(
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"{} hits {} for {} hp.",
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&name.name, &target_name.name, damage
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));
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// Proc effects
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if let Some(chance) = &weapon_info.proc_chance {
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if rng.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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Targets::Single { target: entity }
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} else {
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Targets::Single {
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target: wants_shoot.target,
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}
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};
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add_effect(
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Some(entity),
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EffectType::ItemUse {
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item: weapon_entity.unwrap(),
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},
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effect_target,
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);
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}
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}
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} else if natural_roll == 1 {
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// Natural 1 miss
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log.append(format!(
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"{} considers attacking {}, but misjudges the timing.",
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name.name, target_name.name
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));
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add_effect(
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None,
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EffectType::Particle {
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glyph: rltk::to_cp437('‼'),
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fg: colors::BLUE,
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bg: colors::BLACK,
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lifespan: 200.0,
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},
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Targets::Single {
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target: wants_shoot.target,
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},
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);
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} else {
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// Miss
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log.append(format!(
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"{} attacks {}, but can't connect",
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name.name, target_name.name
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));
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add_effect(
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None,
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EffectType::Particle {
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glyph: rltk::to_cp437('‼'),
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fg: colors::CYAN,
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bg: colors::BLACK,
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lifespan: 200.0,
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},
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Targets::Single {
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target: wants_shoot.target,
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},
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);
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}
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}
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}
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|
||||
wants_shoot.clear();
|
||||
}
|
||||
}
|
@ -136,6 +136,7 @@ pub fn save_game(ecs: &mut World) {
|
||||
WantsToMelee,
|
||||
WantsToPickupItem,
|
||||
WantsToRemoveItem,
|
||||
WantsToShoot,
|
||||
WantsToUseItem,
|
||||
Weapon,
|
||||
Wearable,
|
||||
@ -271,6 +272,7 @@ pub fn load_game(ecs: &mut World) {
|
||||
WantsToMelee,
|
||||
WantsToPickupItem,
|
||||
WantsToRemoveItem,
|
||||
WantsToShoot,
|
||||
WantsToUseItem,
|
||||
Weapon,
|
||||
Wearable,
|
||||
|
111
src/state.rs
111
src/state.rs
@ -17,10 +17,11 @@ use crate::melee_combat_system::MeleeCombatSystem;
|
||||
use crate::movement_system::MovementSystem;
|
||||
use crate::particle_system::{self, ParticleSpawnSystem};
|
||||
use crate::player::*;
|
||||
use crate::ranged_combat_system::RangedCombatSystem;
|
||||
use crate::raws::*;
|
||||
use crate::trigger_system::TriggerSystem;
|
||||
use crate::visibility_system::VisibilitySystem;
|
||||
use crate::{ai, camera, damage_system, effects, saveload_system, spawner};
|
||||
use crate::{ai, camera, damage_system, effects, player, saveload_system, spawner};
|
||||
|
||||
/// Whether to show a visual representation of map generation
|
||||
pub const SHOW_MAPGEN_VISUALIZER: bool = false;
|
||||
@ -79,82 +80,37 @@ impl State {
|
||||
}
|
||||
|
||||
fn run_systems(&mut self) {
|
||||
let mut mapindex = MapIndexingSystem {};
|
||||
mapindex.run_now(&self.ecs);
|
||||
MapIndexingSystem {}.run_now(&self.ecs);
|
||||
VisibilitySystem {}.run_now(&self.ecs);
|
||||
|
||||
let mut vis = VisibilitySystem {};
|
||||
vis.run_now(&self.ecs);
|
||||
ai::EncumbranceSystem {}.run_now(&self.ecs);
|
||||
ai::InitiativeSystem {}.run_now(&self.ecs);
|
||||
ai::TurnStatusSystem {}.run_now(&self.ecs);
|
||||
ai::QuipSystem {}.run_now(&self.ecs);
|
||||
ai::AdjacentAI {}.run_now(&self.ecs);
|
||||
ai::VisibleAI {}.run_now(&self.ecs);
|
||||
ai::ApproachAI {}.run_now(&self.ecs);
|
||||
ai::FleeAI {}.run_now(&self.ecs);
|
||||
ai::ChaseAI {}.run_now(&self.ecs);
|
||||
ai::DefaultMoveAI {}.run_now(&self.ecs);
|
||||
|
||||
let mut encumbrance = ai::EncumbranceSystem {};
|
||||
encumbrance.run_now(&self.ecs);
|
||||
|
||||
let mut initiative = ai::InitiativeSystem {};
|
||||
initiative.run_now(&self.ecs);
|
||||
|
||||
let mut turnstatus = ai::TurnStatusSystem {};
|
||||
turnstatus.run_now(&self.ecs);
|
||||
|
||||
let mut quipper = ai::QuipSystem {};
|
||||
quipper.run_now(&self.ecs);
|
||||
|
||||
let mut adjacent = ai::AdjacentAI {};
|
||||
adjacent.run_now(&self.ecs);
|
||||
|
||||
let mut visible = ai::VisibleAI {};
|
||||
visible.run_now(&self.ecs);
|
||||
|
||||
let mut approach = ai::ApproachAI {};
|
||||
approach.run_now(&self.ecs);
|
||||
|
||||
let mut flee = ai::FleeAI {};
|
||||
flee.run_now(&self.ecs);
|
||||
|
||||
let mut chase = ai::ChaseAI {};
|
||||
chase.run_now(&self.ecs);
|
||||
|
||||
let mut defaultmove = ai::DefaultMoveAI {};
|
||||
defaultmove.run_now(&self.ecs);
|
||||
|
||||
let mut moving = MovementSystem {};
|
||||
moving.run_now(&self.ecs);
|
||||
|
||||
let mut triggers = TriggerSystem {};
|
||||
triggers.run_now(&self.ecs);
|
||||
|
||||
let mut melee = MeleeCombatSystem {};
|
||||
melee.run_now(&self.ecs);
|
||||
|
||||
let mut pickup = ItemCollectionSystem {};
|
||||
pickup.run_now(&self.ecs);
|
||||
|
||||
let mut itemequip = ItemEquipOnUse {};
|
||||
itemequip.run_now(&self.ecs);
|
||||
|
||||
let mut itemuse = ItemUseSystem {};
|
||||
itemuse.run_now(&self.ecs);
|
||||
|
||||
let mut spelluse = SpellUseSystem {};
|
||||
spelluse.run_now(&self.ecs);
|
||||
|
||||
let mut item_id = ItemIdentificationSystem {};
|
||||
item_id.run_now(&self.ecs);
|
||||
|
||||
let mut drop_items = ItemDropSystem {};
|
||||
drop_items.run_now(&self.ecs);
|
||||
|
||||
let mut item_remove = ItemRemoveSystem {};
|
||||
item_remove.run_now(&self.ecs);
|
||||
|
||||
let mut hunger = HungerSystem {};
|
||||
hunger.run_now(&self.ecs);
|
||||
MovementSystem {}.run_now(&self.ecs);
|
||||
TriggerSystem {}.run_now(&self.ecs);
|
||||
MeleeCombatSystem {}.run_now(&self.ecs);
|
||||
RangedCombatSystem {}.run_now(&self.ecs);
|
||||
ItemCollectionSystem {}.run_now(&self.ecs);
|
||||
ItemEquipOnUse {}.run_now(&self.ecs);
|
||||
ItemUseSystem {}.run_now(&self.ecs);
|
||||
SpellUseSystem {}.run_now(&self.ecs);
|
||||
ItemIdentificationSystem {}.run_now(&self.ecs);
|
||||
ItemDropSystem {}.run_now(&self.ecs);
|
||||
ItemRemoveSystem {}.run_now(&self.ecs);
|
||||
HungerSystem {}.run_now(&self.ecs);
|
||||
|
||||
effects::run_effects_queue(&mut self.ecs);
|
||||
|
||||
let mut particles = ParticleSpawnSystem {};
|
||||
particles.run_now(&self.ecs);
|
||||
|
||||
let mut lighting = LightingSystem {};
|
||||
lighting.run_now(&self.ecs);
|
||||
ParticleSpawnSystem {}.run_now(&self.ecs);
|
||||
LightingSystem {}.run_now(&self.ecs);
|
||||
|
||||
self.ecs.maintain();
|
||||
}
|
||||
@ -259,12 +215,17 @@ impl GameState for State {
|
||||
newrunstate = player_input(self, ctx);
|
||||
}
|
||||
RunState::Ticking => {
|
||||
let mut should_change_target = false;
|
||||
while newrunstate == RunState::Ticking {
|
||||
self.run_systems();
|
||||
self.ecs.maintain();
|
||||
|
||||
newrunstate = match *self.ecs.fetch::<RunState>() {
|
||||
RunState::AwaitingInput => RunState::AwaitingInput,
|
||||
RunState::AwaitingInput => {
|
||||
should_change_target = true;
|
||||
|
||||
RunState::AwaitingInput
|
||||
}
|
||||
RunState::MagicMapReveal { .. } => RunState::MagicMapReveal { row: 0 },
|
||||
RunState::TownPortal => RunState::TownPortal,
|
||||
RunState::TeleportingToOtherLevel { x, y, depth } => {
|
||||
@ -275,6 +236,10 @@ impl GameState for State {
|
||||
_ => RunState::Ticking,
|
||||
};
|
||||
}
|
||||
|
||||
if should_change_target {
|
||||
player::end_turn_targeting(&mut self.ecs);
|
||||
}
|
||||
}
|
||||
RunState::ShowInventory => {
|
||||
let result = gui::show_inventory(self, ctx);
|
||||
|
Loading…
Reference in New Issue
Block a user