Add Victory turn state, amulet, and victory condition
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a44c3466e0
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@ -38,3 +38,9 @@ pub struct WantsToAttack {
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#[derive(Clone, Copy, Debug, PartialEq)]
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#[derive(Clone, Copy, Debug, PartialEq)]
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pub struct ChasingPlayer;
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pub struct ChasingPlayer;
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#[derive(Clone, Copy, Debug, PartialEq)]
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pub struct Item;
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#[derive(Clone, Copy, Debug, PartialEq)]
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pub struct AmuletOfYala;
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57
src/main.rs
57
src/main.rs
@ -42,6 +42,7 @@ impl State {
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let map_builder = MapBuilder::new(&mut rng);
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let map_builder = MapBuilder::new(&mut rng);
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spawn_player(&mut ecs, map_builder.player_start);
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spawn_player(&mut ecs, map_builder.player_start);
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spawn_amulet_of_yala(&mut ecs, map_builder.amulet_start);
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map_builder
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map_builder
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.rooms
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.rooms
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@ -63,6 +64,24 @@ impl State {
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}
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}
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}
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}
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fn reset_game_state(&mut self) {
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self.ecs = World::default();
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self.resources = Resources::default();
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let mut rng = RandomNumberGenerator::new();
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let map_builder = MapBuilder::new(&mut rng);
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spawn_player(&mut self.ecs, map_builder.player_start);
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spawn_amulet_of_yala(&mut self.ecs, map_builder.amulet_start);
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map_builder
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.rooms
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.iter()
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.skip(1)
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.map(|r| r.center())
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.for_each(|pos| spawn_monster(&mut self.ecs, &mut rng, pos));
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self.resources.insert(map_builder.map);
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self.resources.insert(Camera::new(map_builder.player_start));
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self.resources.insert(TurnState::AwaitingInput);
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}
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fn game_over(&mut self, ctx: &mut BTerm) {
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fn game_over(&mut self, ctx: &mut BTerm) {
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ctx.set_active_console(2);
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ctx.set_active_console(2);
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ctx.print_color_centered(2, RED, BLACK, "Your quest has ended.");
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ctx.print_color_centered(2, RED, BLACK, "Your quest has ended.");
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@ -87,20 +106,29 @@ impl State {
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ctx.print_color_centered(9, GREEN, BLACK, "Press 1 to play again.");
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ctx.print_color_centered(9, GREEN, BLACK, "Press 1 to play again.");
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if let Some(VirtualKeyCode::Key1) = ctx.key {
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if let Some(VirtualKeyCode::Key1) = ctx.key {
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self.ecs = World::default();
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self.reset_game_state();
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self.resources = Resources::default();
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}
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let mut rng = RandomNumberGenerator::new();
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}
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let map_builder = MapBuilder::new(&mut rng);
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spawn_player(&mut self.ecs, map_builder.player_start);
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fn victory(&mut self, ctx: &mut BTerm) {
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map_builder
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ctx.set_active_console(2);
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.rooms
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ctx.print_color_centered(2, GREEN, BLACK, "You have won!");
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.iter()
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ctx.print_color_centered(
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.skip(1)
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4,
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.map(|r| r.center())
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WHITE,
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.for_each(|pos| spawn_monster(&mut self.ecs, &mut rng, pos));
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BLACK,
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self.resources.insert(map_builder.map);
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"You put on the Amulet of Yala and feel its power course through your veins.",
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self.resources.insert(Camera::new(map_builder.player_start));
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);
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self.resources.insert(TurnState::AwaitingInput);
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ctx.print_color_centered(
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5,
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WHITE,
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BLACK,
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"Your town is saved, and you can return to your normal life.",
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);
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ctx.print_color_centered(7, GREEN, BLACK, "Press 1 to play again.");
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if let Some(VirtualKeyCode::Key1) = ctx.key {
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self.reset_game_state();
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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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@ -131,6 +159,7 @@ impl GameState for State {
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.monster_systems
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.monster_systems
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.execute(&mut self.ecs, &mut self.resources),
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.execute(&mut self.ecs, &mut self.resources),
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TurnState::GameOver => self.game_over(ctx),
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TurnState::GameOver => self.game_over(ctx),
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TurnState::Victory => self.victory(ctx),
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}
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}
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render_draw_buffer(ctx).expect("Render error");
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render_draw_buffer(ctx).expect("Render error");
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@ -6,6 +6,7 @@ pub struct MapBuilder {
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pub map: Map,
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pub map: Map,
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pub rooms: Vec<Rect>,
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pub rooms: Vec<Rect>,
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pub player_start: Point,
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pub player_start: Point,
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pub amulet_start: Point,
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}
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}
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impl MapBuilder {
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impl MapBuilder {
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@ -14,11 +15,30 @@ impl MapBuilder {
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map: Map::new(),
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map: Map::new(),
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rooms: Vec::new(),
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rooms: Vec::new(),
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player_start: Point::zero(),
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player_start: Point::zero(),
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amulet_start: Point::zero(),
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};
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};
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mb.fill(TileType::Wall);
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mb.fill(TileType::Wall);
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mb.build_random_rooms(rng);
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mb.build_random_rooms(rng);
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mb.build_corridors(rng);
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mb.build_corridors(rng);
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mb.player_start = mb.rooms[0].center();
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mb.player_start = mb.rooms[0].center();
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let dijkstra_map = DijkstraMap::new(
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SCREEN_WIDTH,
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SCREEN_HEIGHT,
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&[mb.map.point2d_to_index(mb.player_start)],
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&mb.map,
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1024.0,
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);
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const UNREACHABLE: &f32 = &f32::MAX;
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mb.amulet_start = mb.map.index_to_point2d(
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dijkstra_map
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.map
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.iter()
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.enumerate()
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.filter(|(_, dist)| *dist < UNREACHABLE)
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.max_by(|a, b| a.1.partial_cmp(b.1).unwrap())
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.unwrap()
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.0,
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);
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mb
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mb
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}
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}
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@ -38,6 +38,19 @@ pub fn spawn_monster(ecs: &mut World, rng: &mut RandomNumberGenerator, pos: Poin
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));
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));
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}
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}
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pub fn spawn_amulet_of_yala(ecs: &mut World, pos: Point) {
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ecs.push((
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Item,
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AmuletOfYala,
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pos,
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Render {
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color: ColorPair::new(WHITE, BLACK),
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glyph: to_cp437('|'),
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},
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Name("Amulet of Yala".to_string()),
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));
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}
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fn goblin() -> (i32, String, FontCharType) {
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fn goblin() -> (i32, String, FontCharType) {
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(1, "Goblin".to_string(), to_cp437('g'))
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(1, "Goblin".to_string(), to_cp437('g'))
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}
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}
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@ -2,9 +2,13 @@ use crate::prelude::*;
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#[system]
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#[system]
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#[read_component(Health)]
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#[read_component(Health)]
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#[read_component(Point)]
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#[read_component(Player)]
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#[read_component(Player)]
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#[read_component(AmuletOfYala)]
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pub fn end_turn(ecs: &SubWorld, #[resource] turn_state: &mut TurnState) {
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pub fn end_turn(ecs: &SubWorld, #[resource] turn_state: &mut TurnState) {
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let mut player_hp = <&Health>::query().filter(component::<Player>());
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let mut player_hp = <(&Health, &Point)>::query().filter(component::<Player>());
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let mut amulet = <&Point>::query().filter(component::<AmuletOfYala>());
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let amulet_pos = amulet.iter(ecs).next().unwrap();
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let current_state = *turn_state;
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let current_state = *turn_state;
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let mut new_state = match current_state {
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let mut new_state = match current_state {
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TurnState::AwaitingInput => return,
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TurnState::AwaitingInput => return,
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@ -13,10 +17,13 @@ pub fn end_turn(ecs: &SubWorld, #[resource] turn_state: &mut TurnState) {
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_ => current_state,
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_ => current_state,
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};
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};
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player_hp.iter(ecs).for_each(|hp| {
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player_hp.iter(ecs).for_each(|(hp, pos)| {
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if hp.current < 1 {
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if hp.current < 1 {
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new_state = TurnState::GameOver;
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new_state = TurnState::GameOver;
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}
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}
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if pos == amulet_pos {
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new_state = TurnState::Victory;
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}
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});
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});
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*turn_state = new_state;
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*turn_state = new_state;
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@ -4,4 +4,5 @@ pub enum TurnState {
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PlayerTurn,
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PlayerTurn,
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MonsterTurn,
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MonsterTurn,
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GameOver,
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GameOver,
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Victory,
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}
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}
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