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|
pub mod item;
pub use item::Item;
use specs::{
DenseVecStorage,
VecStorage,
HashMapStorage,
FlaggedStorage,
Component
};
use crate::{
Pos,
PlayerId,
RoomId,
Sprite,
controls::Control,
Template,
playerstate::RoomPos,
attack::Attack
};
#[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,
pub name: String
}
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 Health {
pub health: i64,
pub maxhealth: i64
}
impl Health {
pub fn heal(&mut self, amount: i64) {
self.health += amount;
if self.health > self.maxhealth {
self.health = self.maxhealth;
}
}
}
#[derive(Component, Debug, Clone)]
pub struct Serialise {
pub template: Template
}
#[derive(Component, Debug, Clone)]
pub struct RoomExit {
pub destination: RoomId,
pub dest_pos: RoomPos
}
#[derive(Component, Debug, Clone, Default)]
pub struct Attacked {
pub attacks: Vec<Attack>
}
|