damage_system.rs 2.1 KB

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  1. use specs::prelude::*;
  2. use super::{CombatStats, SufferDamage, Player, GameLog, Name, RunState, Position, Map};
  3. pub struct DamageSystem {}
  4. impl<'a> System<'a> for DamageSystem {
  5. type SystemData = ( WriteStorage<'a, CombatStats>,
  6. WriteStorage<'a, SufferDamage>,
  7. ReadStorage<'a, Position>,
  8. WriteExpect<'a, Map>,
  9. Entities<'a> );
  10. fn run(&mut self, data : Self::SystemData) {
  11. let (mut stats, mut damage, positions, mut map, entities) = data;
  12. for (entity, mut stats, damage) in (&entities, &mut stats, &damage).join() {
  13. stats.hp -= damage.amount.iter().sum::<i32>();
  14. let pos = positions.get(entity);
  15. if let Some(pos) = pos {
  16. let idx = map.xy_idx(pos.x, pos.y);
  17. map.bloodstains.insert(idx);
  18. }
  19. }
  20. damage.clear();
  21. }
  22. }
  23. pub fn delete_the_dead(ecs : &mut World) {
  24. let mut dead : Vec<Entity> = Vec::new();
  25. // Using a scope to make the borrow checker happy
  26. {
  27. let combat_stats = ecs.read_storage::<CombatStats>();
  28. let players = ecs.read_storage::<Player>();
  29. let entities = ecs.entities();
  30. let names = ecs.read_storage::<Name>();
  31. let mut log = ecs.write_resource::<GameLog>();
  32. for (entity, stats) in (&entities, &combat_stats).join() {
  33. if stats.hp < 1 {
  34. let player = players.get(entity);
  35. match player {
  36. None => {
  37. let victim_name = names.get(entity);
  38. if let Some(victim_name) = victim_name {
  39. log.entries.push(format!("{} is dead", &victim_name.name));
  40. }
  41. dead.push(entity);
  42. },
  43. Some(_) => {
  44. let mut runstate = ecs.write_resource::<RunState>();
  45. *runstate = RunState::GameOver;
  46. }
  47. }
  48. }
  49. }
  50. }
  51. for victim in dead {
  52. ecs.delete_entity(victim).expect("Unable to delete");
  53. }
  54. }