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|
use rand::Rng;
use specs::{
Builder,
EntityBuilder
};
use super::components::{Visible, Blocking, Played};
macro_rules! assemblage {
($name:ident { $($arg:ident : $argt:ident ),* } ; $( $comp:expr ),* ) => {
#[derive(Debug, Clone)]
pub struct $name {$(
pub $arg : $argt
)* }
impl Assemblage for $name {
fn build<'a>(&self, mut builder: EntityBuilder<'a>) -> EntityBuilder<'a>{
$(
let $arg = &self.$arg;
)*
$(
builder = builder.with($comp);
)*
builder
}
}
unsafe impl Send for $name {}
unsafe impl Sync for $name {}
}
}
pub trait Assemblage: Send + Sync {
fn build<'a>(&self, builder: EntityBuilder<'a>) -> EntityBuilder<'a>;
}
assemblage!(Wall {}; Visible{sprite: "wall".to_string(), height: 2.0}, Blocking);
assemblage!(Grass { sprite : String}; Visible{sprite: sprite.to_string(), height: 0.1});
impl Grass {
pub fn new() -> Grass {
Grass {
sprite: ["grass1", "grass2", "grass3", "grass1", "grass2", "grass3", "ground"][rand::thread_rng().gen_range(0,7)].to_string()
}
}
}
assemblage!(Player {name: String}; Visible{sprite: "player".to_string(), height: 1.0}, Played{name: name.to_string()});
impl Player {
pub fn new(name: &str) -> Player {
Player { name: name.to_string()}
}
}
|