Create ParticleProjectile effect, and add to ranged attacks
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9adee7a4dc
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@ -167,9 +167,18 @@ pub struct Wearable {
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pub slot: EquipmentSlot,
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}
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#[derive(Serialize, Deserialize, Clone)]
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pub struct ParticleAnimation {
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pub step_time: f32,
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pub path: Vec<Point>,
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pub current_step: usize,
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pub timer: f32,
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}
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#[derive(Component, Serialize, Deserialize, Clone)]
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pub struct ParticleLifetime {
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pub lifetime_ms: f32,
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pub animation: Option<ParticleAnimation>,
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}
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#[derive(Component, Serialize, Deserialize, Clone)]
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@ -8,7 +8,7 @@ mod triggers;
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use std::collections::{HashSet, VecDeque};
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use std::sync::Mutex;
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use ::rltk::{FontCharType, RGB};
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use ::rltk::{FontCharType, Point, RGB};
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use ::specs::prelude::*;
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pub use targeting::*;
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@ -31,6 +31,14 @@ pub enum EffectType {
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bg: RGB,
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lifespan: f32,
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},
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ParticleProjectile {
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glyph: FontCharType,
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fg: RGB,
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bg: RGB,
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lifespan: f32,
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speed: f32,
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path: Vec<Point>,
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},
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EntityDeath,
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ItemUse {
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item: Entity,
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@ -155,6 +163,7 @@ fn affect_tile(ecs: &mut World, effect: &mut EffectSpawner, tile_idx: i32) {
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match &effect.effect_type {
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EffectType::Bloodstain => damage::bloodstain(ecs, tile_idx),
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EffectType::Particle { .. } => particles::particle_to_tile(ecs, tile_idx, effect),
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EffectType::ParticleProjectile { .. } => particles::projectile(ecs, tile_idx, effect),
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_ => {}
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}
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}
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@ -1,6 +1,7 @@
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use ::specs::prelude::*;
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use super::{EffectSpawner, EffectType};
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use crate::components::{ParticleAnimation, ParticleLifetime, Position, Renderable};
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use crate::map::Map;
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use crate::particle_system::ParticleBuilder;
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@ -24,3 +25,42 @@ pub fn particle_to_tile(ecs: &mut World, tile_idx: i32, effect: &EffectSpawner)
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);
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}
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}
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pub fn projectile(ecs: &mut World, tile_idx: i32, effect: &EffectSpawner) {
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if let EffectType::ParticleProjectile {
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glyph,
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fg,
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bg,
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lifespan: _,
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speed,
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path,
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} = &effect.effect_type
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{
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let x: i32;
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let y: i32;
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{
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let map = ecs.fetch::<Map>();
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x = tile_idx % map.width;
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y = tile_idx / map.width;
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}
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ecs.create_entity()
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.with(Position { x, y })
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.with(Renderable {
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fg: *fg,
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bg: *bg,
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glyph: *glyph,
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render_order: 0,
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})
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.with(ParticleLifetime {
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lifetime_ms: path.len() as f32 * speed,
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animation: Some(ParticleAnimation {
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step_time: *speed,
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path: path.to_vec(),
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current_step: 0,
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timer: 0.0,
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}),
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})
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.build();
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}
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}
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40
src/gui.rs
40
src/gui.rs
@ -219,21 +219,31 @@ pub fn draw_ui(ecs: &World, ctx: &mut Rltk) {
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y += 1;
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if let Some(weapon) = weapon.get(entity) {
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let mut weapon_info = if weapon.damage_bonus < 0 {
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format!(
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"┤ {} ({}d{}{})",
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&name, weapon.damage_n_dice, weapon.damage_die_type, weapon.damage_bonus
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)
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} else if weapon.damage_bonus == 0 {
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format!(
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"┤ {} ({}d{})",
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&name, weapon.damage_n_dice, weapon.damage_die_type
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)
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} else {
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format!(
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"┤ {} ({}d{}+{})",
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&name, weapon.damage_n_dice, weapon.damage_die_type, weapon.damage_bonus
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)
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let mut weapon_info = match weapon.damage_bonus.cmp(&0) {
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Ordering::Less => {
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format!(
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"┤ {} ({}d{}{})",
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&name,
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weapon.damage_n_dice,
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weapon.damage_die_type,
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weapon.damage_bonus
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)
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}
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Ordering::Equal => {
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format!(
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"┤ {} ({}d{})",
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&name, weapon.damage_n_dice, weapon.damage_die_type
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)
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}
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Ordering::Greater => {
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format!(
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"┤ {} ({}d{}+{})",
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&name,
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weapon.damage_n_dice,
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weapon.damage_die_type,
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weapon.damage_bonus
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)
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}
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};
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if let Some(range) = weapon.range {
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@ -1,16 +1,29 @@
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use ::rltk::{Rltk, RGB};
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use ::specs::prelude::*;
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use crate::components::{ParticleLifetime, Renderable};
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use crate::Position;
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use crate::components::{ParticleLifetime, Position, Renderable};
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pub fn cull_dead_particles(ecs: &mut World, ctx: &Rltk) {
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pub fn update_particles(ecs: &mut World, ctx: &Rltk) {
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let mut dead_particles: Vec<Entity> = Vec::new();
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{
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// Age out particles
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let mut particles = ecs.write_storage::<ParticleLifetime>();
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let entities = ecs.entities();
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for (entity, mut particle) in (&entities, &mut particles).join() {
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if let Some(animation) = &mut particle.animation {
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animation.timer += ctx.frame_time_ms;
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if animation.timer > animation.step_time
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&& animation.current_step < animation.path.len() - 2
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{
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animation.current_step += 1;
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if let Some(pos) = ecs.write_storage::<Position>().get_mut(entity) {
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pos.x = animation.path[animation.current_step].x;
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pos.y = animation.path[animation.current_step].y;
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}
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}
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}
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particle.lifetime_ms -= ctx.frame_time_ms;
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if particle.lifetime_ms < 0.0 {
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@ -20,8 +33,7 @@ pub fn cull_dead_particles(ecs: &mut World, ctx: &Rltk) {
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}
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for dead in dead_particles.iter() {
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ecs.delete_entity(*dead)
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.expect("Failed to delete dead particle entity");
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ecs.delete_entity(*dead).expect("Particle will not die.");
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}
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}
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@ -109,6 +121,7 @@ impl<'a> System<'a> for ParticleSpawnSystem {
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p,
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ParticleLifetime {
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lifetime_ms: new_particle.lifetime,
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animation: None,
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},
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)
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.expect("Failed to insert Lifetime of new particle");
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@ -404,14 +404,18 @@ fn cycle_target(ecs: &mut World) {
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let mut index = 0;
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for (i, target) in possible_targets.iter().enumerate() {
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if target.1 == current_target {
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index = 1;
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index = i;
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}
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}
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if index > possible_targets.len() - 2 {
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targets.insert(possible_targets[0].1, Target {});
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targets
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.insert(possible_targets[0].1, Target {})
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.expect("Failed to insert Target tag");
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} else {
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targets.insert(possible_targets[index + 1].1, Target {});
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targets
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.insert(possible_targets[index + 1].1, Target {})
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.expect("Failed to insert Target tag");
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}
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}
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}
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@ -69,26 +69,26 @@ impl<'a> System<'a> for RangedCombatSystem {
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let target_name = names.get(wants_shoot.target).unwrap();
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// Fire projectile effect
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// let apos = positions.get(entity).unwrap();
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// let dpos = positions.get(wants_shoot.target).unwrap();
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// add_effect(
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// None,
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// EffectType::ParticleProjectile {
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// glyph: to_cp437('*'),
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// fg: colors::CYAN,
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// bg: colors::BLACK,
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// lifespan: 300.0,
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// speed: 50.0,
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// path: ::rltk::line2d(
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// LineAlg::Bresenham,
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// Point::from(*apos),
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// Point::from(*dpos),
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// ),
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// },
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// Targets::Tile {
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// tile_idx: map.xy_idx(apos.x, apos.y) as i32,
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// },
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// );
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let apos = positions.get(entity).unwrap();
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let dpos = positions.get(wants_shoot.target).unwrap();
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add_effect(
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None,
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EffectType::ParticleProjectile {
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glyph: to_cp437('*'),
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fg: colors::CYAN,
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bg: colors::BLACK,
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lifespan: 300.0,
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speed: 50.0,
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path: ::rltk::line2d(
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LineAlg::Bresenham,
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Point::from(*apos),
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Point::from(*dpos),
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),
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},
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Targets::Tile {
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tile_idx: map.xy_idx(apos.x, apos.y) as i32,
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},
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);
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// Define the basic unarmed attack -- overridden by wielding check below if a weapon is equipped
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let mut weapon_info = Weapon {
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@ -176,7 +176,7 @@ impl GameState for State {
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}
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ctx.cls();
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particle_system::cull_dead_particles(&mut self.ecs, ctx);
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particle_system::update_particles(&mut self.ecs, ctx);
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match newrunstate {
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RunState::MainMenu { .. } => {}
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