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use specs::{
DenseVecStorage,
VecStorage,
HashMapStorage,
FlaggedStorage,
Component
};
use crate::{Pos, PlayerId, RoomId, Sprite};
use crate::controls::Control;
use crate::template::Template;
#[derive(Debug, Clone)]
pub struct Position{
pub pos: Pos
}
impl Position {
pub fn new(pos: Pos) -> Position {
Position{pos}
}
}
impl Component for Position {
type Storage = FlaggedStorage<Self, VecStorage<Self>>;
}
#[derive(Debug, Clone)]
pub struct Visible {
pub sprite: Sprite,
pub height: f64
}
impl Component for Visible {
type Storage = FlaggedStorage<Self, VecStorage<Self>>;
}
#[derive(Component, Debug)]
pub struct Controller(pub Control);
#[derive(Component, Debug, Clone)]
pub struct Blocking;
#[derive(Component, Debug, Clone)]
pub struct Floor;
#[derive(Component, Debug, Clone)]
pub struct New;
#[derive(Component, Debug, Clone)]
pub struct Removed;
#[derive(Component, Debug, Clone)]
pub struct Moved {
pub from: Pos
}
#[derive(Component, Debug, Clone)]
#[storage(HashMapStorage)]
pub struct Player {
pub id: PlayerId
}
impl Player {
pub fn new(id: PlayerId) -> Self {
Self{id}
}
}
#[derive(Debug, Clone, Default)]
pub struct Inventory {
pub items: Vec<Item>,
pub capacity: usize
}
impl Component for Inventory {
type Storage = FlaggedStorage<Self, HashMapStorage<Self>>;
}
#[derive(Component, Debug, Clone)]
pub struct Item {
pub ent: Template,
pub name: String
}
#[derive(Component, Debug, Clone)]
pub struct Health {
pub health: i64,
pub maxhealth: i64
}
#[derive(Component, Debug, Clone)]
pub struct Serialise {
pub template: Template
}
#[derive(Component, Debug, Clone)]
pub struct RoomExit {
pub destination: RoomId
}
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