Add chapter: 17
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@ -1,7 +1,7 @@
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use rltk::console;
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use specs::prelude::*;
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use crate::{Name, RunState};
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use crate::{Map, Name, Position, RunState};
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use crate::components::{CombatStats, Player, SufferDamage};
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use crate::gamelog::GameLog;
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@ -11,13 +11,20 @@ impl<'a> System<'a> for DamageSystem {
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type SystemData = (
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WriteStorage<'a, CombatStats>,
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WriteStorage<'a, SufferDamage>,
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ReadStorage<'a, Position>,
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WriteExpect<'a, Map>,
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Entities<'a>
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);
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fn run(&mut self, data: Self::SystemData) {
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let (mut stats, mut damage) = data;
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let (mut stats, mut damage, positions, mut map, entities) = data;
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for (mut stats, damage) in (&mut stats, &damage).join() {
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for (entity, mut stats, damage) in (&entities, &mut stats, &damage).join() {
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stats.hp -= damage.amount.iter().sum::<i32>();
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if let Some(pos) = positions.get(entity) {
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let idx = map.xy_idx(pos.x, pos.y);
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map.bloodstains.insert(idx);
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}
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}
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damage.clear();
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14
src/map.rs
14
src/map.rs
@ -1,4 +1,5 @@
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use std::cmp::{max, min};
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use std::collections::HashSet;
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use rltk::{Algorithm2D, BaseMap, FontCharType, Point, RandomNumberGenerator, RGB, Rltk};
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use serde::{Deserialize, Serialize};
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@ -28,6 +29,7 @@ pub struct Map {
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pub visible_tiles: Vec<bool>,
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pub blocked: Vec<bool>,
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pub depth: i32,
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pub bloodstains: HashSet<usize>,
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#[serde(skip_serializing)]
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#[serde(skip_deserializing)]
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@ -97,6 +99,7 @@ impl Map {
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blocked: vec![false; MAP_COUNT],
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tile_content: vec![Vec::new(); MAP_COUNT],
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depth: new_depth,
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bloodstains: HashSet::new(),
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};
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const MAX_ROOMS: i32 = 30;
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@ -207,6 +210,7 @@ pub fn draw_map(ecs: &World, ctx: &mut Rltk) {
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if map.revealed_tiles[idx] {
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let glyph;
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let mut fg;
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let mut bg = RGB::from_f32(0., 0., 0.);
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match tile {
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TileType::Floor => {
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fg = RGB::from_f32(0.0, 0.5, 0.5);
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@ -223,10 +227,14 @@ pub fn draw_map(ecs: &World, ctx: &mut Rltk) {
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fg = RGB::from_f32(0., 1., 1.);
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}
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}
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if !map.visible_tiles[idx] {
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fg = fg.to_greyscale()
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if map.bloodstains.contains(&idx) {
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bg = RGB::from_f32(0.71, 0., 0.);
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}
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ctx.set(x, y, fg, RGB::from_f32(0., 0., 0.), glyph);
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if !map.visible_tiles[idx] {
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fg = fg.to_greyscale();
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bg = RGB::from_f32(0., 0., 0.);
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}
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ctx.set(x, y, fg, bg, glyph);
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}
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x += 1;
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