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- 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();
- }
- }
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