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|
use std::collections::HashMap;
use specs::Builder;
use crate::{
PlayerId,
RoomId,
Sprite,
playerstate::RoomPos,
attack::Attack,
components::{Visible, Blocking, Player, Floor, Item, Inventory, Health, Serialise, RoomExit, Trap, Fighter, Healing},
parameter::{Parameter, ParameterType}
};
macro_rules! components {
($($comp: ident ($($paramname: ident : $paramtype: ident),*) {$creation: expr});*;) => {
#[derive(Clone)]
pub enum ComponentWrapper{
$(
$comp($comp),
)*
}
impl ComponentWrapper {
pub fn build<A: Builder>(&self, builder: A ) -> A {
match self.clone() {
$(
Self::$comp(c) => builder.with(c),
)*
}
}
pub fn load_component(comptype: ComponentType, mut parameters: HashMap<&str, Parameter>) -> Option<Self> {
match comptype {
$(
ComponentType::$comp => Some(Self::$comp({
$(
let $paramname = match parameters.remove(stringify!($paramname))? {
Parameter::$paramtype(p) => p,
_ => {return None}
};
)*
$creation
})),
)*
}
}
}
#[derive(Debug, PartialEq, Eq, Clone, Copy)]
pub enum ComponentType {
$(
$comp,
)*
}
impl ComponentType {
pub fn from_str(typename: &str) -> Option<ComponentType>{
match typename {
$(
stringify!($comp) => Some(Self::$comp),
)*
_ => None
}
}
pub fn parameters(&self) -> HashMap<&str, ParameterType> {
match self {
$(
Self::$comp => {
#[allow(unused_mut)]
let mut h = HashMap::new();
$(
h.insert(stringify!($paramname), ParameterType::$paramtype);
)*
h
},
)*
}
}
}
}
}
components!(
Visible (name: String, sprite: String, height: Float) {
Visible {
sprite: Sprite{name: sprite},
height,
name
}
};
Blocking () {Blocking};
Floor () {Floor};
Player (name: String) {Player::new(PlayerId{name})};
Item (ent: Template, name: String, action: Action) {Item{ent, name, action}};
Inventory (capacity: Int) {Inventory{items: Vec::new(), capacity: capacity as usize}};
Health (health: Int, maxhealth: Int) {Health{health, maxhealth}};
Serialise (template: Template) {Serialise{template}};
RoomExit (destination: String, dest_pos: String) {
RoomExit {
destination: RoomId::from_str(&destination),
dest_pos: if dest_pos.is_empty() {
RoomPos::Unknown
} else {
RoomPos::Name(dest_pos)
}
}
};
Trap (damage: Int) {Trap{attack: Attack::new(damage)}};
Fighter (damage: Int) {Fighter{attack: Attack::new(damage)}};
Healing (delay: Int, health: Int) {Healing{delay, health, next_heal: None}};
);
pub type PreEntity = Vec<ComponentWrapper>;
|