damage_system.rs 1.6 KB

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  1. use specs::prelude::*;
  2. use super::{CombatStats, SufferDamage, Player, GameLog, Name};
  3. use rltk::{console};
  4. pub struct DamageSystem {}
  5. pub fn delete_the_dead(ecs : &mut World) {
  6. let mut dead : Vec<Entity> = Vec::new();
  7. // Using a scope to make the borrow checker happy
  8. {
  9. let combat_stats = ecs.read_storage::<CombatStats>();
  10. let players = ecs.read_storage::<Player>();
  11. let entities = ecs.entities();
  12. let names = ecs.read_storage::<Name>();
  13. let mut log = ecs.write_resource::<GameLog>();
  14. for (entity, stats) in (&entities, &combat_stats).join() {
  15. if stats.hp < 1 {
  16. let player = players.get(entity);
  17. match player {
  18. None => {
  19. let victim_name = names.get(entity);
  20. if let Some(victim_name) = victim_name {
  21. log.entries.push(format!("{} is dead", &victim_name.name));
  22. }
  23. dead.push(entity);
  24. },
  25. Some(_) => console::log("You are dead")
  26. }
  27. }
  28. }
  29. }
  30. for victim in dead {
  31. ecs.delete_entity(victim).expect("Unable to delete");
  32. }
  33. }
  34. impl<'a> System<'a> for DamageSystem {
  35. type SystemData = ( WriteStorage<'a, CombatStats>,
  36. WriteStorage<'a, SufferDamage> );
  37. fn run(&mut self, data : Self::SystemData) {
  38. let (mut stats, mut damage) = data;
  39. for (mut stats, damage) in (&mut stats, &damage).join() {
  40. stats.hp -= damage.amount.iter().sum::<i32>();
  41. }
  42. damage.clear();
  43. }
  44. }