Add turn skipping and healing on skipped turns

This commit is contained in:
Timothy Warren 2021-11-10 15:52:45 -05:00
parent f6dc758f12
commit a51d63963f

View File

@ -1,5 +1,5 @@
use crate::components::{
CombatStats, Item, Player, Position, Viewshed, WantsToMelee, WantsToPickupItem,
CombatStats, Item, Monster, Player, Position, Viewshed, WantsToMelee, WantsToPickupItem,
};
use crate::{game_log::GameLog, Map, RunState, State, TileType};
use rltk::{Point, Rltk, VirtualKeyCode};
@ -114,6 +114,9 @@ pub fn player_input(gs: &mut State, ctx: &mut Rltk) -> RunState {
}
}
// Skip Turn
VirtualKeyCode::Numpad5 | VirtualKeyCode::Space => return skip_turn(&mut gs.ecs),
_ => return RunState::AwaitingInput,
},
}
@ -170,3 +173,33 @@ pub fn try_next_level(ecs: &mut World) -> bool {
false
}
}
fn skip_turn(ecs: &mut World) -> RunState {
let player_entity = ecs.fetch::<Entity>();
let viewshed_components = ecs.read_storage::<Viewshed>();
let monsters = ecs.read_storage::<Monster>();
let worldmap_resource = ecs.fetch::<Map>();
let mut can_heal = true;
let viewshed = viewshed_components.get(*player_entity).unwrap();
for tile in viewshed.visible_tiles.iter() {
let idx = worldmap_resource.xy_idx(tile.x, tile.y);
for entity_id in worldmap_resource.tile_content[idx].iter() {
match monsters.get(*entity_id) {
None => {}
Some(_) => {
can_heal = false;
}
}
}
}
if can_heal {
let mut health_components = ecs.write_storage::<CombatStats>();
let player_hp = health_components.get_mut(*player_entity).unwrap();
player_hp.hp = i32::min(player_hp.hp + 1, player_hp.max_hp);
}
RunState::PlayerTurn
}