roguelike-game/src/hunger_system.rs

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Rust
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use ::specs::prelude::*;
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use crate::components::{HungerClock, HungerState, SufferDamage};
use crate::game_log::GameLog;
use crate::RunState;
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pub struct HungerSystem {}
impl<'a> System<'a> for HungerSystem {
#[allow(clippy::type_complexity)]
type SystemData = (
Entities<'a>,
WriteStorage<'a, HungerClock>,
ReadExpect<'a, Entity>, // The player
ReadExpect<'a, RunState>,
WriteStorage<'a, SufferDamage>,
WriteExpect<'a, GameLog>,
);
fn run(&mut self, data: Self::SystemData) {
let (entities, mut hunger_clock, player_entity, runstate, mut inflict_damage, mut log) =
data;
for (entity, mut clock) in (&entities, &mut hunger_clock).join() {
let mut proceed = false;
match *runstate {
RunState::PlayerTurn => {
if entity == *player_entity {
proceed = true;
}
}
RunState::MonsterTurn => {
if entity != *player_entity {
proceed = true;
}
}
_ => proceed = false,
}
if proceed {
clock.duration -= 1;
if clock.duration < 1 {
match clock.state {
HungerState::WellFed => {
clock.state = HungerState::Normal;
clock.duration = 200;
if entity == *player_entity {
log.append("You are no longer well fed.");
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}
}
HungerState::Normal => {
clock.state = HungerState::Hungry;
clock.duration = 200;
if entity == *player_entity {
log.append("You are hungry.");
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}
}
HungerState::Hungry => {
clock.state = HungerState::Starving;
clock.duration = 200;
if entity == *player_entity {
log.append("You are starving!");
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}
}
HungerState::Starving => {
// Inflict damage from hunger
if entity == *player_entity {
log.append("Your hunger pangs are getting painful!");
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}
SufferDamage::new_damage(&mut inflict_damage, entity, 1);
}
}
}
}
}
}
}