melee_combat_system.rs 1.5 KB

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  1. use specs::prelude::*;
  2. use super::{CombatStats, WantsToMelee, Name, SufferDamage, GameLog};
  3. pub struct MeleeCombatSystem {}
  4. impl<'a> System<'a> for MeleeCombatSystem {
  5. type SystemData = ( Entities<'a>,
  6. WriteExpect<'a, GameLog>,
  7. WriteStorage<'a, WantsToMelee>,
  8. ReadStorage<'a, Name>,
  9. ReadStorage<'a, CombatStats>,
  10. WriteStorage<'a, SufferDamage>
  11. );
  12. fn run(&mut self, data : Self::SystemData) {
  13. let (entities, mut log, mut wants_melee, names, combat_stats, mut inflict_damage) = data;
  14. for (_entity, wants_melee, name, stats) in (&entities, &wants_melee, &names, &combat_stats).join() {
  15. if stats.hp > 0 {
  16. let target_stats = combat_stats.get(wants_melee.target).unwrap();
  17. if target_stats.hp > 0 {
  18. let target_name = names.get(wants_melee.target).unwrap();
  19. let damage = i32::max(0, stats.power - target_stats.defense);
  20. if damage == 0 {
  21. log.entries.push(format!("{} is unable to hurt {}", &name.name, &target_name.name));
  22. } else {
  23. log.entries.push(format!("{} hits {}, for {} damage.", &name.name, &target_name.name, damage));
  24. SufferDamage::new_damage(&mut inflict_damage, wants_melee.target, damage);
  25. }
  26. }
  27. }
  28. }
  29. wants_melee.clear();
  30. }
  31. }