use std::collections::HashSet; use specs::{ Entities, ReadStorage, WriteStorage, System, Join, Read }; use crate::components::{ Controller, Position, AttackInbox, AttackMessage, Fighter, Health, ControlCooldown, Autofight, Faction, Inventory }; use crate::controls::{Control}; use crate::resources::{Ground}; pub struct Fight; impl <'a> System<'a> for Fight { type SystemData = ( Entities<'a>, ReadStorage<'a, Controller>, ReadStorage<'a, Position>, Read<'a, Ground>, WriteStorage<'a, AttackInbox>, ReadStorage<'a, Fighter>, ReadStorage<'a, Health>, WriteStorage<'a, ControlCooldown>, WriteStorage<'a, Autofight>, ReadStorage<'a, Faction>, ReadStorage<'a, Inventory> ); fn run(&mut self, (entities, controllers, positions, ground, mut attacked, fighters, healths, mut cooldowns, mut autofighters, factions, inventories): Self::SystemData) { for (entity, controller, position, fighter) in (&entities, &controllers, &positions, &fighters).join(){ let mut target = None; match &controller.control { Control::Attack(directions) => { 'targets: for direction in directions { for ent in ground.cells.get(&(position.pos + direction.to_position())).unwrap_or(&HashSet::new()) { if healths.contains(*ent) && *ent != entity && Faction::is_enemy_entity(&factions, entity, *ent) { target = Some(*ent); break 'targets; } } } } Control::AttackTarget(t) => { if *t == entity { // don't knock yourself out } else if let Some(target_position) = positions.get(*t){ if position.pos.distance_to(target_position.pos) <= fighter.range { target = Some(*t); } } } _ => {} } if let Some(ent) = target { let mut attack = fighter.attack.clone(); if let Some(inventory) = inventories.get(entity) { attack = attack.apply_bonuses(&inventory.equipment_bonuses()); } AttackInbox::add_message(&mut attacked, ent, AttackMessage{typ: attack, attacker: Some(entity)}); cooldowns.insert(entity, ControlCooldown{amount: fighter.cooldown}).unwrap(); if let Some(autofighter) = autofighters.get_mut(entity){ autofighter.target = Some(ent); } } } } }