Add ability to handle item attribute bonuses
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66e58733f7
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@ -2,8 +2,11 @@ use std::collections::HashMap;
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use ::specs::prelude::*;
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use crate::components::{Attributes, EquipmentChanged, Equipped, InBackpack, Item, Pools};
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use crate::components::{
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AttributeBonus, Attributes, EquipmentChanged, Equipped, InBackpack, Item, Pools,
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};
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use crate::game_log::GameLog;
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use crate::gamesystem::attr_bonus;
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pub struct EncumbranceSystem {}
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@ -16,9 +19,10 @@ impl<'a> System<'a> for EncumbranceSystem {
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ReadStorage<'a, InBackpack>,
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ReadStorage<'a, Equipped>,
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WriteStorage<'a, Pools>,
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ReadStorage<'a, Attributes>,
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WriteStorage<'a, Attributes>,
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ReadExpect<'a, Entity>,
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WriteExpect<'a, GameLog>,
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ReadStorage<'a, AttributeBonus>,
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);
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fn run(&mut self, data: Self::SystemData) {
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@ -29,30 +33,47 @@ impl<'a> System<'a> for EncumbranceSystem {
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backpacks,
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wielded,
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mut pools,
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attributes,
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mut attributes,
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player,
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mut gamelog,
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attrbonus,
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) = data;
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if equip_dirty.is_empty() {
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return;
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}
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#[derive(Default)]
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struct ItemUpdate {
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weight: f32,
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initiative: f32,
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might: i32,
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fitness: i32,
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quickness: i32,
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intelligence: i32,
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}
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// Build the map of who needs updating
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let mut to_update: HashMap<Entity, (f32, f32)> = HashMap::new(); // (weight, initiative)
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let mut to_update: HashMap<Entity, ItemUpdate> = HashMap::new();
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for (entity, _dirty) in (&entities, &equip_dirty).join() {
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to_update.insert(entity, (0., 0.));
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to_update.insert(entity, ItemUpdate::default());
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}
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// Remove all dirty statements
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equip_dirty.clear();
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// Total up equipped items
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for (item, equipped) in (&items, &wielded).join() {
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for (item, equipped, entity) in (&items, &wielded, &entities).join() {
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if to_update.contains_key(&equipped.owner) {
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let totals = to_update.get_mut(&equipped.owner).unwrap();
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totals.0 += item.weight_lbs;
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totals.1 += item.initiative_penalty;
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totals.weight += item.weight_lbs;
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totals.initiative += item.initiative_penalty;
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if let Some(attr) = attrbonus.get(entity) {
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totals.might += attr.might.unwrap_or(0);
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totals.fitness += attr.fitness.unwrap_or(0);
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totals.quickness += attr.quickness.unwrap_or(0);
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totals.intelligence += attr.intelligence.unwrap_or(0);
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}
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}
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}
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@ -60,18 +81,29 @@ impl<'a> System<'a> for EncumbranceSystem {
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for (item, carried) in (&items, &backpacks).join() {
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if to_update.contains_key(&carried.owner) {
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let totals = to_update.get_mut(&carried.owner).unwrap();
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totals.0 += item.weight_lbs;
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totals.1 += item.initiative_penalty;
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totals.weight += item.weight_lbs;
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totals.initiative += item.initiative_penalty;
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}
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}
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// Apply the data to Pools
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for (entity, (weight, initiative)) in to_update.iter() {
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for (entity, item) in to_update.iter() {
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if let Some(pool) = pools.get_mut(*entity) {
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pool.total_weight = *weight;
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pool.total_initiative_penalty = *initiative;
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pool.total_weight = item.weight;
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pool.total_initiative_penalty = item.initiative;
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if let Some(attr) = attributes.get_mut(*entity) {
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attr.might.modifiers = item.might;
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attr.fitness.modifiers = item.fitness;
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attr.quickness.modifiers = item.quickness;
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attr.intelligence.modifiers = item.intelligence;
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attr.might.bonus = attr_bonus(attr.might.base + attr.might.modifiers);
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attr.fitness.bonus = attr_bonus(attr.fitness.base + attr.fitness.modifiers);
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attr.quickness.bonus =
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attr_bonus(attr.quickness.base + attr.quickness.modifiers);
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attr.intelligence.bonus =
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attr_bonus(attr.intelligence.base + attr.intelligence.modifiers);
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if let Some(attr) = attributes.get(*entity) {
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let carry_capacity_lbs = (attr.might.base + attr.might.modifiers) * 15;
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if pool.total_weight as i32 > carry_capacity_lbs {
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// Overburdened
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@ -382,3 +382,11 @@ pub struct SpawnParticleBurst {
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pub color: RGB,
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pub lifetime_ms: f32,
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}
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#[derive(Component, Debug, Serialize, Deserialize, Clone)]
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pub struct AttributeBonus {
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pub might: Option<i32>,
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pub fitness: Option<i32>,
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pub quickness: Option<i32>,
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pub intelligence: Option<i32>,
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}
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@ -84,6 +84,7 @@ fn init_state() -> State {
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ApplyMove,
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ApplyTeleport,
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AreaOfEffect,
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AttributeBonus,
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Attributes,
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BlocksTile,
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BlocksVisibility,
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@ -14,6 +14,7 @@ pub struct Item {
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pub base_value: Option<f32>,
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pub vendor_category: Option<String>,
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pub magic: Option<MagicItem>,
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pub attributes: Option<ItemAttributeBonus>,
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}
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#[derive(Deserialize, Debug)]
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@ -49,3 +50,11 @@ pub struct MagicItem {
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pub naming: String,
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pub cursed: Option<bool>,
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}
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#[derive(Deserialize, Debug)]
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pub struct ItemAttributeBonus {
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pub might: Option<i32>,
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pub fitness: Option<i32>,
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pub quickness: Option<i32>,
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pub intelligence: Option<i32>,
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}
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@ -438,6 +438,15 @@ pub fn spawn_named_item(
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}
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}
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if let Some(ab) = &item_template.attributes {
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eb = eb.with(AttributeBonus {
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might: ab.might,
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fitness: ab.fitness,
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quickness: ab.quickness,
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intelligence: ab.intelligence,
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})
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}
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return Some(eb.build());
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}
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@ -63,6 +63,7 @@ pub fn save_game(ecs: &mut World) {
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ApplyMove,
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ApplyTeleport,
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AreaOfEffect,
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AttributeBonus,
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Attributes,
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BlocksTile,
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BlocksVisibility,
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@ -183,6 +184,7 @@ pub fn load_game(ecs: &mut World) {
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ApplyMove,
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ApplyTeleport,
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AreaOfEffect,
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AttributeBonus,
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Attributes,
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BlocksTile,
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BlocksVisibility,
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