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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);
}
}
}
}
}
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