mod enums; mod simple; use std::collections::HashMap; use ::rltk::{Point, RGB}; use ::serde::{Deserialize, Serialize}; use ::specs::error::NoError; use ::specs::prelude::*; use ::specs::saveload::{ConvertSaveload, Marker}; use ::specs_derive::*; pub use enums::*; pub use simple::*; use crate::gamesystem::attr_bonus; #[derive(Component, ConvertSaveload, Default, Copy, Clone)] pub struct Position { pub x: i32, pub y: i32, } impl From<(i32, i32)> for Position { fn from(f: (i32, i32)) -> Self { Position { x: f.0, y: f.1 } } } impl From for Position { fn from(p: Point) -> Self { Position { x: p.x, y: p.y } } } impl From for Point { fn from(p: Position) -> Self { Point { x: p.x, y: p.y } } } #[derive(Component, ConvertSaveload, Clone)] pub struct Renderable { pub glyph: rltk::FontCharType, pub fg: RGB, pub bg: RGB, pub render_order: i32, } #[derive(Component, ConvertSaveload, Clone)] pub struct Viewshed { pub visible_tiles: Vec, pub range: i32, pub dirty: bool, } impl Default for Viewshed { fn default() -> Self { Viewshed { visible_tiles: Vec::new(), range: 8, dirty: true, } } } #[derive(Component, Debug, ConvertSaveload, Clone)] pub struct Name { pub name: String, } impl Name { pub fn from(s: S) -> Self { Name { name: s.to_string(), } } } #[derive(Component, Debug, ConvertSaveload, Clone)] pub struct WantsToMelee { pub target: Entity, } #[derive(Component, Debug, ConvertSaveload, Clone)] pub struct SufferDamage { pub amount: Vec<(i32, bool)>, } impl SufferDamage { pub fn new_damage( store: &mut WriteStorage, victim: Entity, amount: i32, from_player: bool, ) { if let Some(suffering) = store.get_mut(victim) { suffering.amount.push((amount, from_player)); } else { let dmg = SufferDamage { amount: vec![(amount, from_player)], }; store.insert(victim, dmg).expect("Unable to insert damage"); } } } #[derive(Component, Debug, ConvertSaveload, Clone)] pub struct Ranged { pub range: i32, } #[derive(Component, Debug, ConvertSaveload, Clone)] pub struct InflictsDamage { pub damage: i32, } #[derive(Component, Debug, ConvertSaveload, Clone)] pub struct AreaOfEffect { pub radius: i32, } #[derive(Component, Debug, ConvertSaveload, Clone)] pub struct Confusion { pub turns: i32, } #[derive(Component, Debug, ConvertSaveload, Clone)] pub struct ProvidesHealing { pub heal_amount: i32, } #[derive(Component, Debug, ConvertSaveload)] pub struct InBackpack { pub owner: Entity, } #[derive(Component, Debug, ConvertSaveload)] pub struct WantsToPickupItem { pub collected_by: Entity, pub item: Entity, } #[derive(Component, Debug, ConvertSaveload)] pub struct WantsToUseItem { pub item: Entity, pub target: Option, } #[derive(Component, Debug, ConvertSaveload)] pub struct WantsToDropItem { pub item: Entity, } #[derive(Component, Debug, ConvertSaveload, Clone)] pub struct WantsToRemoveItem { pub item: Entity, } #[derive(Component, Serialize, Deserialize, Clone)] pub struct Equippable { pub slot: EquipmentSlot, } #[derive(Component, ConvertSaveload, Clone)] pub struct Equipped { pub owner: Entity, pub slot: EquipmentSlot, } #[derive(Component, ConvertSaveload, Clone)] pub struct MeleeWeapon { pub attribute: WeaponAttribute, pub damage_n_dice: i32, pub damage_die_type: i32, pub damage_bonus: i32, pub hit_bonus: i32, } #[derive(Component, ConvertSaveload, Clone)] pub struct Wearable { pub armor_class: f32, pub slot: EquipmentSlot, } #[derive(Component, Serialize, Deserialize, Clone)] pub struct ParticleLifetime { pub lifetime_ms: f32, } #[derive(Component, Serialize, Deserialize, Clone)] pub struct HungerClock { pub state: HungerState, pub duration: i32, } #[derive(Component, Debug, Serialize, Deserialize, Clone)] pub struct Door { pub open: bool, } #[derive(Component, Debug, Serialize, Deserialize, Clone)] pub struct Quips { pub available: Vec, } #[derive(Debug, Serialize, Deserialize, Clone)] pub struct Attribute { pub base: i32, pub modifiers: i32, pub bonus: i32, } impl Attribute { pub fn new(base: i32) -> Self { Attribute { base, modifiers: 0, bonus: attr_bonus(base), } } } #[derive(Component, Debug, Serialize, Deserialize, Clone)] pub struct Attributes { pub might: Attribute, pub fitness: Attribute, pub quickness: Attribute, pub intelligence: Attribute, } #[derive(Component, Debug, Default, Serialize, Deserialize, Clone)] pub struct Skills { pub skills: HashMap, } impl Skills { pub fn new(level: i32) -> Self { let mut skills = Skills::default(); skills.skills.insert(Skill::Melee, level); skills.skills.insert(Skill::Defense, level); skills.skills.insert(Skill::Magic, level); skills } } #[derive(Debug, Serialize, Deserialize, Clone)] pub struct Pool { pub max: i32, pub current: i32, } #[derive(Component, Debug, Serialize, Deserialize, Clone)] pub struct Pools { pub hit_points: Pool, pub mana: Pool, pub xp: i32, pub level: i32, } #[derive(Serialize, Deserialize, Clone)] pub struct NaturalAttack { pub name: String, pub damage_n_dice: i32, pub damage_die_type: i32, pub damage_bonus: i32, pub hit_bonus: i32, } #[derive(Component, Serialize, Deserialize, Clone)] pub struct NaturalAttackDefense { pub armor_class: Option, pub attacks: Vec, } #[derive(Component, Debug, Serialize, Deserialize, Clone)] pub struct LootTable { pub table: String, } #[derive(Component, Serialize, Deserialize, Clone)] pub struct OtherLevelPosition { pub x: i32, pub y: i32, pub depth: i32, } #[derive(Component, Serialize, Deserialize, Clone)] pub struct LightSource { pub color: RGB, pub range: i32, } #[derive(Component, Debug, Serialize, Deserialize, Clone)] pub struct Initiative { pub current: i32, } // Serialization helper code. We need to implement ConvertSaveLoad for each type that contains an // Entity. pub struct SerializeMe; // Special component that exists to help serialize the game data #[derive(Component, Serialize, Deserialize, Clone)] pub struct SerializationHelper { pub map: crate::map::Map, } #[derive(Component, Serialize, Deserialize, Clone)] pub struct DMSerializationHelper { pub map: super::map::MasterDungeonMap, }