2021-11-09 15:50:42 -05:00
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use crate::components::{
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2021-11-29 16:00:07 -05:00
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CombatStats, EntityMoved, HungerClock, HungerState, Item, Monster, Player, Position, Viewshed,
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WantsToMelee, WantsToPickupItem,
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};
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2021-11-09 15:50:42 -05:00
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use crate::{game_log::GameLog, Map, RunState, State, TileType};
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use rltk::{Point, Rltk, VirtualKeyCode};
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use specs::prelude::*;
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use std::cmp::{max, min};
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2021-10-22 10:05:06 -04:00
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pub fn try_move_player(delta_x: i32, delta_y: i32, ecs: &mut World) {
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let mut positions = ecs.write_storage::<Position>();
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let players = ecs.read_storage::<Player>();
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let mut viewsheds = ecs.write_storage::<Viewshed>();
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let entities = ecs.entities();
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let combat_stats = ecs.read_storage::<CombatStats>();
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let map = ecs.fetch::<Map>();
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let mut wants_to_melee = ecs.write_storage::<WantsToMelee>();
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let mut entity_moved = ecs.write_storage::<EntityMoved>();
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for (entity, _player, pos, viewshed) in
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(&entities, &players, &mut positions, &mut viewsheds).join()
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{
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if pos.x + delta_x < 1
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|| pos.x + delta_x > map.width - 1
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|| pos.y + delta_y < 1
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|| pos.y + delta_y > map.height - 1
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{
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return;
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}
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let destination_idx = map.xy_idx(pos.x + delta_x, pos.y + delta_y);
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for potential_target in map.tile_content[destination_idx].iter() {
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if let Some(_target) = combat_stats.get(*potential_target) {
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wants_to_melee
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.insert(
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entity,
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WantsToMelee {
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target: *potential_target,
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},
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)
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.expect("Add target failed");
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return;
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}
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}
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2021-10-29 11:11:17 -04:00
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if !map.blocked[destination_idx] {
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pos.x = min(79, max(0, pos.x + delta_x));
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pos.y = min(49, max(0, pos.y + delta_y));
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entity_moved
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.insert(entity, EntityMoved {})
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.expect("Failed to add EntityMoved flag to player");
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viewshed.dirty = true;
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let mut ppos = ecs.write_resource::<Point>();
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ppos.x = pos.x;
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ppos.y = pos.y;
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}
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}
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}
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2021-11-15 13:55:31 -05:00
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pub fn try_next_level(ecs: &mut World) -> bool {
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let player_pos = ecs.fetch::<Point>();
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let map = ecs.fetch::<Map>();
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let player_idx = map.xy_idx(player_pos.x, player_pos.y);
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if map.tiles[player_idx] == TileType::DownStairs {
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true
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} else {
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let mut gamelog = ecs.fetch_mut::<GameLog>();
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gamelog
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.entries
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.push("There is no way down from here.".to_string());
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false
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}
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}
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fn get_item(ecs: &mut World) {
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let player_pos = ecs.fetch::<Point>();
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let player_entity = ecs.fetch::<Entity>();
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let entities = ecs.entities();
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let items = ecs.read_storage::<Item>();
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let positions = ecs.read_storage::<Position>();
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let mut gamelog = ecs.fetch_mut::<GameLog>();
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let mut target_item: Option<Entity> = None;
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for (item_entity, _item, position) in (&entities, &items, &positions).join() {
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if position.x == player_pos.x && position.y == player_pos.y {
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target_item = Some(item_entity);
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}
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}
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match target_item {
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None => gamelog
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.entries
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.push("There is nothing here to pick up.".to_string()),
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Some(item) => {
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let mut pickup = ecs.write_storage::<WantsToPickupItem>();
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pickup
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.insert(
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*player_entity,
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WantsToPickupItem {
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collected_by: *player_entity,
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item,
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},
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)
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.expect("Unable to pick up item?!");
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}
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}
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}
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fn skip_turn(ecs: &mut World) -> RunState {
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let player_entity = ecs.fetch::<Entity>();
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let viewshed_components = ecs.read_storage::<Viewshed>();
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let monsters = ecs.read_storage::<Monster>();
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let worldmap_resource = ecs.fetch::<Map>();
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let mut can_heal = true;
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let viewshed = viewshed_components.get(*player_entity).unwrap();
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for tile in viewshed.visible_tiles.iter() {
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let idx = worldmap_resource.xy_idx(tile.x, tile.y);
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for entity_id in worldmap_resource.tile_content[idx].iter() {
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match monsters.get(*entity_id) {
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None => {}
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Some(_) => {
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can_heal = false;
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}
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}
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}
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}
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2021-11-19 11:31:27 -05:00
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// Don't allow healing when hungry or starving
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let hunger_clocks = ecs.read_storage::<HungerClock>();
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if let Some(hc) = hunger_clocks.get(*player_entity) {
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match hc.state {
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HungerState::Hungry => can_heal = false,
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HungerState::Starving => can_heal = false,
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_ => {}
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}
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}
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2021-11-15 13:55:31 -05:00
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if can_heal {
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let mut health_components = ecs.write_storage::<CombatStats>();
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let player_hp = health_components.get_mut(*player_entity).unwrap();
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player_hp.hp = i32::min(player_hp.hp + 1, player_hp.max_hp);
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}
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RunState::PlayerTurn
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}
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2021-10-26 15:43:59 -04:00
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pub fn player_input(gs: &mut State, ctx: &mut Rltk) -> RunState {
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// Mac OS is special when it comes to the numpad. Instead of reporting
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// the keys as Numpad-specific numbers, it reports the number row scan
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// codes. The quick fix is to match on both types of number scan codes.
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match ctx.key {
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None => return RunState::AwaitingInput, // Nothing happened
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Some(key) => match key {
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// Cardinal directions
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VirtualKeyCode::Up
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| VirtualKeyCode::Numpad8
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| VirtualKeyCode::Key8
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| VirtualKeyCode::K => try_move_player(0, -1, &mut gs.ecs),
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VirtualKeyCode::Down
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| VirtualKeyCode::Numpad2
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| VirtualKeyCode::Key2
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| VirtualKeyCode::J => try_move_player(0, 1, &mut gs.ecs),
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VirtualKeyCode::Left
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| VirtualKeyCode::Numpad4
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| VirtualKeyCode::Key4
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| VirtualKeyCode::H => try_move_player(-1, 0, &mut gs.ecs),
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VirtualKeyCode::Right
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| VirtualKeyCode::Numpad6
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| VirtualKeyCode::Key6
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| VirtualKeyCode::L => try_move_player(1, 0, &mut gs.ecs),
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// Diagonals
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VirtualKeyCode::Numpad7
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| VirtualKeyCode::Key7
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| VirtualKeyCode::U
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| VirtualKeyCode::Q => try_move_player(-1, -1, &mut gs.ecs),
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VirtualKeyCode::Numpad9
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| VirtualKeyCode::Key9
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| VirtualKeyCode::Y
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| VirtualKeyCode::W => try_move_player(1, -1, &mut gs.ecs),
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VirtualKeyCode::Numpad1
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| VirtualKeyCode::Key1
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| VirtualKeyCode::B
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| VirtualKeyCode::A => try_move_player(-1, 1, &mut gs.ecs),
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VirtualKeyCode::Numpad3
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| VirtualKeyCode::Key3
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| VirtualKeyCode::N
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| VirtualKeyCode::S => try_move_player(1, 1, &mut gs.ecs),
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// Skip Turn
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VirtualKeyCode::Numpad5 | VirtualKeyCode::Key5 | VirtualKeyCode::Space => {
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return skip_turn(&mut gs.ecs)
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}
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// Level changes
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VirtualKeyCode::Period => {
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if try_next_level(&mut gs.ecs) {
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return RunState::NextLevel;
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}
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}
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2021-11-16 11:33:58 -05:00
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// Item management
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VirtualKeyCode::G => get_item(&mut gs.ecs),
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VirtualKeyCode::I => return RunState::ShowInventory,
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VirtualKeyCode::D => return RunState::ShowDropItem,
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VirtualKeyCode::R => return RunState::ShowRemoveItem,
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2021-11-16 11:33:58 -05:00
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// Save and Quit
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VirtualKeyCode::Escape => return RunState::SaveGame,
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_ => return RunState::AwaitingInput,
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},
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}
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RunState::PlayerTurn
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}
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