use specs::prelude::*; use super::{CombatStats, WantsToMelee, Name, SufferDamage, GameLog}; pub struct MeleeCombatSystem {} impl<'a> System<'a> for MeleeCombatSystem { type SystemData = ( Entities<'a>, WriteExpect<'a, GameLog>, WriteStorage<'a, WantsToMelee>, ReadStorage<'a, Name>, ReadStorage<'a, CombatStats>, WriteStorage<'a, SufferDamage> ); fn run(&mut self, data : Self::SystemData) { let (entities, mut log, mut wants_melee, names, combat_stats, mut inflict_damage) = data; for (_entity, wants_melee, name, stats) in (&entities, &wants_melee, &names, &combat_stats).join() { if stats.hp > 0 { let target_stats = combat_stats.get(wants_melee.target).unwrap(); if target_stats.hp > 0 { let target_name = names.get(wants_melee.target).unwrap(); let damage = i32::max(0, stats.power - target_stats.defense); if damage == 0 { log.entries.push(format!("{} is unable to hurt {}", &name.name, &target_name.name)); } else { log.entries.push(format!("{} hits {}, for {} damage.", &name.name, &target_name.name, damage)); SufferDamage::new_damage(&mut inflict_damage, wants_melee.target, damage); } } } } wants_melee.clear(); } }