use crate::components::{HungerClock, HungerState, SufferDamage}; use crate::{game_log::GameLog, RunState}; use specs::prelude::*; 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."); } } HungerState::Normal => { clock.state = HungerState::Hungry; clock.duration = 200; if entity == *player_entity { log.append("You are hungry."); } } HungerState::Hungry => { clock.state = HungerState::Starving; clock.duration = 200; if entity == *player_entity { log.append("You are starving!"); } } HungerState::Starving => { // Inflict damage from hunger if entity == *player_entity { log.append("Your hunger pangs are getting painful!"); } SufferDamage::new_damage(&mut inflict_damage, entity, 1); } } } } } } }