Add combat system
- Remove collisions system - Add attack intent to random move system
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e203c6000d
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@ -1,17 +0,0 @@
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use crate::prelude::*;
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#[system]
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#[read_component(Point)]
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#[read_component(Player)]
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#[read_component(Enemy)]
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pub fn collisions(ecs: &mut SubWorld, commands: &mut CommandBuffer) {
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let mut player_pos = Point::zero();
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let mut players = <&Point>::query().filter(component::<Player>());
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players.iter(ecs).for_each(|pos| player_pos = *pos);
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let mut enemies = <(Entity, &Point)>::query().filter(component::<Enemy>());
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enemies
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.iter(ecs)
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.filter(|(_, pos)| **pos == player_pos)
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.for_each(|(entity, _)| commands.remove(*entity));
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}
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29
src/systems/combat.rs
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29
src/systems/combat.rs
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use crate::prelude::*;
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#[system]
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#[read_component(WantsToAttack)]
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#[write_component(Health)]
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pub fn combat(ecs: &mut SubWorld, commands: &mut CommandBuffer) {
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let mut attackers = <(Entity, &WantsToAttack)>::query();
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let victims: Vec<(Entity, Entity)> = attackers
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.iter(ecs)
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.map(|(entity, attack)| (*entity, attack.victim))
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.collect();
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victims.iter().for_each(|(message, victim)| {
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if let Ok(mut health) = ecs
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.entry_mut(*victim)
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.unwrap()
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.get_component_mut::<Health>()
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{
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println!("Health before attack: {}", health.current);
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health.current -= 1;
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if health.current < 1 {
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commands.remove(*victim);
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}
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println!("Health after attack: {}", health.current);
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}
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commands.remove(*message);
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});
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}
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@ -1,4 +1,4 @@
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mod collisions;
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mod combat;
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mod end_turn;
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mod end_turn;
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mod entity_render;
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mod entity_render;
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mod hud;
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mod hud;
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@ -23,9 +23,9 @@ pub fn build_input_scheduler() -> Schedule {
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pub fn build_player_scheduler() -> Schedule {
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pub fn build_player_scheduler() -> Schedule {
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Schedule::builder()
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Schedule::builder()
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.add_system(movement::movement_system())
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.add_system(combat::combat_system())
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.flush()
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.flush()
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.add_system(collisions::collisions_system())
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.add_system(movement::movement_system())
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.flush()
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.flush()
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.add_system(map_render::map_render_system())
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.add_system(map_render::map_render_system())
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.add_system(entity_render::entity_render_system())
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.add_system(entity_render::entity_render_system())
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@ -39,6 +39,8 @@ pub fn build_monster_scheduler() -> Schedule {
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Schedule::builder()
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Schedule::builder()
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.add_system(random_move::random_move_system())
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.add_system(random_move::random_move_system())
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.flush()
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.flush()
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.add_system(combat::combat_system())
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.flush()
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.add_system(movement::movement_system())
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.add_system(movement::movement_system())
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.flush()
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.flush()
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.add_system(map_render::map_render_system())
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.add_system(map_render::map_render_system())
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@ -3,9 +3,13 @@ use crate::prelude::*;
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#[system]
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#[system]
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#[read_component(Point)]
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#[read_component(Point)]
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#[read_component(MovingRandomly)]
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#[read_component(MovingRandomly)]
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pub fn random_move(ecs: &mut SubWorld, commands: &mut CommandBuffer) {
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#[read_component(Health)]
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#[read_component(Player)]
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pub fn random_move(ecs: &SubWorld, commands: &mut CommandBuffer) {
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let mut movers = <(Entity, &Point, &MovingRandomly)>::query();
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let mut movers = <(Entity, &Point, &MovingRandomly)>::query();
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movers.iter_mut(ecs).for_each(|(entity, pos, _)| {
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let mut positions = <(Entity, &Point, &Health)>::query();
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movers.iter(ecs).for_each(|(entity, pos, _)| {
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let mut rng = RandomNumberGenerator::new();
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let mut rng = RandomNumberGenerator::new();
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let destination = match rng.range(0, 4) {
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let destination = match rng.range(0, 4) {
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0 => Point::new(-1, 0),
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0 => Point::new(-1, 0),
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@ -14,12 +18,36 @@ pub fn random_move(ecs: &mut SubWorld, commands: &mut CommandBuffer) {
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_ => Point::new(0, 1),
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_ => Point::new(0, 1),
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} + *pos;
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} + *pos;
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commands.push((
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let mut attacked = false;
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(),
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positions
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WantsToMove {
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.iter(ecs)
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entity: *entity,
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.filter(|(_, target_pos, _)| **target_pos == destination)
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destination,
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.for_each(|(victim, _, _)| {
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},
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if ecs
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));
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.entry_ref(*victim)
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.unwrap()
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.get_component::<Player>()
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.is_ok()
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{
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commands.push((
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(),
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WantsToAttack {
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attacker: *entity,
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victim: *victim,
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},
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));
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attacked = true;
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}
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});
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if !attacked {
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commands.push((
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(),
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WantsToMove {
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entity: *entity,
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destination,
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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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