Add basic ui with healthbar, game log, and mouse tooltips
This commit is contained in:
parent
2793c05730
commit
a17cc6f2e6
@ -1,4 +1,4 @@
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use crate::{CombatStats, Player, SufferDamage};
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use crate::{gamelog::GameLog, CombatStats, Name, Player, SufferDamage};
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use rltk::console;
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use specs::prelude::*;
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@ -28,12 +28,22 @@ pub fn delete_the_dead(ecs: &mut World) {
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{
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let combat_stats = ecs.read_storage::<CombatStats>();
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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 entities = ecs.entities();
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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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if stats.hp < 1 {
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let player = players.get(entity);
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match player {
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None => dead.push(entity),
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None => {
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let victim_name = names.get(entity);
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if let Some(victim_name) = victim_name {
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log.entries.push(format!("{} is dead", &victim_name.name));
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}
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dead.push(entity)
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}
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Some(_) => console::log("You are dead"),
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}
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}
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3
src/gamelog.rs
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3
src/gamelog.rs
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@ -0,0 +1,3 @@
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pub struct GameLog {
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pub entries: Vec<String>,
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}
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149
src/gui.rs
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149
src/gui.rs
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@ -0,0 +1,149 @@
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use crate::{gamelog::GameLog, CombatStats, Map, Name, Player, Position};
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use rltk::{Point, Rltk, RGB};
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use specs::prelude::*;
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pub fn draw_ui(ecs: &World, ctx: &mut Rltk) {
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ctx.draw_box(
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0,
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43,
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79,
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6,
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RGB::named(rltk::WHITE),
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RGB::named(rltk::BLACK),
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);
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let combat_stats = ecs.read_storage::<CombatStats>();
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let players = ecs.read_storage::<Player>();
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// Display player health
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for (_player, stats) in (&players, &combat_stats).join() {
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let health = format!(" HP: {} / {} ", stats.hp, stats.max_hp);
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ctx.print_color(
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12,
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43,
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RGB::named(rltk::YELLOW),
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RGB::named(rltk::BLACK),
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&health,
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);
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ctx.draw_bar_horizontal(
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29,
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43,
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51,
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stats.hp,
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stats.max_hp,
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RGB::named(rltk::RED),
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RGB::named(rltk::BLACK),
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);
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}
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// Display logs
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let log = ecs.fetch::<GameLog>();
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let mut y = 44;
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for s in log.entries.iter().rev() {
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if y < 49 {
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ctx.print(2, y, s);
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}
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y += 1;
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}
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// Mouse cursor
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let mouse_pos = ctx.mouse_pos();
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ctx.set_bg(mouse_pos.0, mouse_pos.1, RGB::named(rltk::MAGENTA));
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draw_tooltips(ecs, ctx);
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}
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fn draw_tooltips(ecs: &World, ctx: &mut Rltk) {
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let map = ecs.fetch::<Map>();
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let names = ecs.read_storage::<Name>();
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let positions = ecs.read_storage::<Position>();
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let mouse_pos = ctx.mouse_pos();
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if mouse_pos.0 >= map.width || mouse_pos.1 >= map.height {
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return;
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}
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let mut tooltip: Vec<String> = Vec::new();
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for (name, position) in (&names, &positions).join() {
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let idx = map.xy_idx(position.x, position.y);
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if position.x == mouse_pos.0 && position.y == mouse_pos.1 && map.visible_tiles[idx] {
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tooltip.push(name.name.to_string());
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}
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}
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if !tooltip.is_empty() {
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let mut width: i32 = 0;
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for s in tooltip.iter() {
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if width < s.len() as i32 {
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width = s.len() as i32;
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}
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}
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width += 3;
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if mouse_pos.0 > 40 {
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let arrow_pos = Point::new(mouse_pos.0 - 2, mouse_pos.1);
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let left_x = mouse_pos.0 - width;
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let mut y = mouse_pos.1;
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for s in tooltip.iter() {
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ctx.print_color(left_x, y, RGB::named(rltk::WHITE), RGB::named(rltk::GREY), s);
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let padding = (width - s.len() as i32) - 1;
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for i in 0..padding {
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ctx.print_color(
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arrow_pos.x - i,
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y,
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RGB::named(rltk::WHITE),
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RGB::named(rltk::GREY),
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&" ".to_string(),
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);
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}
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y += 1;
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}
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ctx.print_color(
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arrow_pos.x,
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arrow_pos.y,
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RGB::named(rltk::WHITE),
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RGB::named(rltk::GREY),
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&"->".to_string(),
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);
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} else {
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let arrow_pos = Point::new(mouse_pos.0 + 1, mouse_pos.1);
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let left_x = mouse_pos.0 + 3;
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let mut y = mouse_pos.1;
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for s in tooltip.iter() {
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ctx.print_color(
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left_x + 1,
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y,
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RGB::named(rltk::WHITE),
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RGB::named(rltk::GREY),
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s,
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);
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let padding = (width - s.len() as i32) - 1;
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for i in 0..padding {
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ctx.print_color(
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arrow_pos.x + 1 + i,
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y,
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RGB::named(rltk::WHITE),
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RGB::named(rltk::GREY),
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&" ".to_string(),
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);
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}
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y += 1;
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}
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ctx.print_color(
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arrow_pos.x,
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arrow_pos.y,
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RGB::named(rltk::WHITE),
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RGB::named(rltk::GREY),
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&"<-".to_string(),
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);
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}
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}
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}
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@ -19,6 +19,9 @@ mod melee_combat_system;
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use melee_combat_system::MeleeCombatSystem;
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mod damage_system;
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use damage_system::DamageSystem;
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mod gamelog;
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mod gui;
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pub use gamelog::GameLog;
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pub const MAP_SIZE: usize = 80 * 50;
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@ -102,6 +105,8 @@ impl GameState for State {
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ctx.set(pos.x, pos.y, render.fg, render.bg, render.glyph)
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}
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}
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gui::draw_ui(&self.ecs, ctx);
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}
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}
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@ -206,6 +211,9 @@ fn main() -> rltk::BError {
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gs.ecs.insert(Point::new(player_x, player_y));
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gs.ecs.insert(player_entity);
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gs.ecs.insert(RunState::PreRun);
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gs.ecs.insert(gamelog::GameLog {
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entries: vec!["Welcome to Rusty Roguelike".to_string()],
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});
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rltk::main_loop(context, gs)
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}
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16
src/map.rs
16
src/map.rs
@ -1,8 +1,12 @@
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use super::{Rect, MAP_SIZE};
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use super::Rect;
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use rltk::{Algorithm2D, BaseMap, Point, RandomNumberGenerator, Rltk, SmallVec, RGB};
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use specs::prelude::*;
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use std::cmp::{max, min};
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const MAPWIDTH: usize = 80;
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const MAPHEIGHT: usize = 50;
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const MAPCOUNT: usize = MAPHEIGHT * MAPWIDTH;
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#[derive(PartialEq, Copy, Clone)]
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pub enum TileType {
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Wall,
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@ -58,14 +62,14 @@ impl Map {
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/// This gives a handful of random rooms and corridors joining them together
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pub fn new_map_rooms_and_corridors() -> Map {
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let mut map = Map {
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tiles: vec![TileType::Wall; MAP_SIZE],
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tiles: vec![TileType::Wall; MAPCOUNT],
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rooms: Vec::new(),
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width: 80,
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height: 50,
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revealed_tiles: vec![false; MAP_SIZE],
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visible_tiles: vec![false; MAP_SIZE],
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blocked: vec![false; MAP_SIZE],
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tile_content: vec![Vec::new(); MAP_SIZE],
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revealed_tiles: vec![false; MAPCOUNT],
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visible_tiles: vec![false; MAPCOUNT],
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blocked: vec![false; MAPCOUNT],
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tile_content: vec![Vec::new(); MAPCOUNT],
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};
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const MAX_ROOMS: i32 = 30;
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use crate::{CombatStats, Name, SufferDamage, WantsToMelee};
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use rltk::console;
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use crate::{gamelog::GameLog, CombatStats, Name, SufferDamage, WantsToMelee};
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use specs::prelude::*;
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pub struct MeleeCombatSystem {}
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@ -7,6 +6,7 @@ pub struct MeleeCombatSystem {}
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impl<'a> System<'a> for MeleeCombatSystem {
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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, WantsToMelee>,
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ReadStorage<'a, Name>,
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ReadStorage<'a, CombatStats>,
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@ -14,7 +14,7 @@ impl<'a> System<'a> for MeleeCombatSystem {
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);
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fn run(&mut self, data: Self::SystemData) {
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let (entities, mut wants_melee, names, combat_stats, mut inflict_damage) = data;
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let (entities, mut log, mut wants_melee, names, combat_stats, mut inflict_damage) = data;
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for (_entity, wants_melee, name, stats) in
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(&entities, &wants_melee, &names, &combat_stats).join()
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@ -26,12 +26,12 @@ impl<'a> System<'a> for MeleeCombatSystem {
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let damage = i32::max(0, stats.power - target_stats.defense);
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if damage == 0 {
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console::log(&format!(
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log.entries.push(format!(
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"{} is unable to hurt {}",
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&name.name, &target_name.name
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));
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} else {
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console::log(&format!(
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log.entries.push(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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