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roguelike-game/src/ranged_combat_system.rs

258 lines
10 KiB
Rust

use ::specs::prelude::*;
use rltk::{to_cp437, LineAlg, Point, RandomNumberGenerator};
use crate::components::{
Attributes, EquipmentSlot, Equipped, HungerClock, HungerState, Name, NaturalAttackDefense,
Pools, Position, Skill, Skills, WantsToShoot, Weapon, WeaponAttribute, Wearable,
};
use crate::effects::{add_effect, EffectType, Targets};
use crate::game_log::GameLog;
use crate::gamesystem::skill_bonus;
use crate::{colors, Map};
pub struct RangedCombatSystem {}
impl<'a> System<'a> for RangedCombatSystem {
#[allow(clippy::type_complexity)]
type SystemData = (
Entities<'a>,
WriteExpect<'a, GameLog>,
WriteStorage<'a, WantsToShoot>,
ReadStorage<'a, Name>,
ReadStorage<'a, Attributes>,
ReadStorage<'a, Skills>,
ReadStorage<'a, HungerClock>,
ReadStorage<'a, Pools>,
WriteExpect<'a, RandomNumberGenerator>,
ReadStorage<'a, Equipped>,
ReadStorage<'a, Weapon>,
ReadStorage<'a, Wearable>,
ReadStorage<'a, NaturalAttackDefense>,
ReadStorage<'a, Position>,
ReadExpect<'a, Map>,
);
fn run(&mut self, data: Self::SystemData) {
let (
entities,
mut log,
mut wants_shoot,
names,
attributes,
skills,
hunger_clock,
pools,
mut rng,
equipped_items,
weapons,
wearables,
natural,
positions,
map,
) = data;
for (entity, wants_shoot, name, attacker_attributes, attacker_skills, attacker_pools) in (
&entities,
&wants_shoot,
&names,
&attributes,
&skills,
&pools,
)
.join()
{
// Are the attacker and defender alive? Only attack if they are
let target_pools = pools.get(wants_shoot.target).unwrap();
let target_attributes = attributes.get(wants_shoot.target).unwrap();
let target_skills = skills.get(wants_shoot.target).unwrap();
if attacker_pools.hit_points.current > 0 && target_pools.hit_points.current > 0 {
let target_name = names.get(wants_shoot.target).unwrap();
// Fire projectile effect
let apos = positions.get(entity).unwrap();
let dpos = positions.get(wants_shoot.target).unwrap();
add_effect(
None,
EffectType::ParticleProjectile {
glyph: to_cp437('*'),
fg: colors::CYAN,
bg: colors::BLACK,
lifespan: 300.0,
speed: 50.0,
path: ::rltk::line2d(
LineAlg::Bresenham,
Point::from(*apos),
Point::from(*dpos),
),
},
Targets::Tile {
tile_idx: map.xy_idx(apos.x, apos.y) as i32,
},
);
// Define the basic unarmed attack -- overridden by wielding check below if a weapon is equipped
let mut weapon_info = Weapon {
range: None,
attribute: WeaponAttribute::Might,
hit_bonus: 0,
damage_n_dice: 1,
damage_die_type: 4,
damage_bonus: 0,
proc_chance: None,
proc_target: None,
};
if let Some(nat) = natural.get(entity) {
if !nat.attacks.is_empty() {
let attack_index = if nat.attacks.len() == 1 {
0
} else {
rng.roll_dice(1, nat.attacks.len() as i32) as usize - 1
};
let attk = &nat.attacks[attack_index];
weapon_info.hit_bonus = attk.hit_bonus;
weapon_info.damage_n_dice = attk.damage_n_dice;
weapon_info.damage_die_type = attk.damage_die_type;
weapon_info.damage_bonus = attk.damage_bonus;
}
}
let mut weapon_entity: Option<Entity> = None;
for (weaponentity, wielded, weapon) in (&entities, &equipped_items, &weapons).join()
{
if wielded.owner == entity && wielded.slot == EquipmentSlot::Melee {
weapon_info = weapon.clone();
weapon_entity = Some(weaponentity);
}
}
let natural_roll = rng.roll_dice(1, 20);
let attribute_hit_bonus = if weapon_info.attribute == WeaponAttribute::Might {
attacker_attributes.might.bonus
} else {
attacker_attributes.quickness.bonus
};
let skill_hit_bonus = skill_bonus(Skill::Melee, &*attacker_skills);
let weapon_hit_bonus = weapon_info.hit_bonus;
let mut status_hit_bonus = 0;
if let Some(hc) = hunger_clock.get(entity) {
// Well-Fed grants +1
if hc.state == HungerState::WellFed {
status_hit_bonus += 1;
}
}
let modified_hit_roll = natural_roll
+ attribute_hit_bonus
+ skill_hit_bonus
+ weapon_hit_bonus
+ status_hit_bonus;
let mut armor_item_bonus_f = 0.0;
for (wielded, armor) in (&equipped_items, &wearables).join() {
if wielded.owner == wants_shoot.target {
armor_item_bonus_f += armor.armor_class;
}
}
let base_armor_class = match natural.get(wants_shoot.target) {
None => 10,
Some(nat) => nat.armor_class.unwrap_or(10),
};
let armor_quickness_bonus = target_attributes.quickness.bonus;
let armor_skill_bonus = skill_bonus(Skill::Defense, &*target_skills);
let armor_item_bonus = armor_item_bonus_f as i32;
let armor_class =
base_armor_class + armor_quickness_bonus + armor_skill_bonus + armor_item_bonus;
if natural_roll != 1 && (natural_roll == 20 || modified_hit_roll > armor_class) {
// Target hit! Until we support weapons, we're going with 1d4
let base_damage = rng.roll_dice(1, 4);
let attr_damage_bonus = attacker_attributes.might.bonus;
let skill_damage_bonus = skill_bonus(Skill::Melee, &*attacker_skills);
let weapon_damage_bonus = weapon_info.damage_bonus;
let damage = i32::max(
0,
base_damage
+ attr_damage_bonus
+ skill_hit_bonus
+ skill_damage_bonus
+ weapon_damage_bonus,
);
add_effect(
Some(entity),
EffectType::Damage { amount: damage },
Targets::Single {
target: wants_shoot.target,
},
);
log.append(format!(
"{} hits {} for {} hp.",
&name.name, &target_name.name, damage
));
// Proc effects
if let Some(chance) = &weapon_info.proc_chance {
if rng.roll_dice(1, 100) <= (chance * 100.0) as i32 {
let effect_target = if weapon_info.proc_target.unwrap() == "Self" {
Targets::Single { target: entity }
} else {
Targets::Single {
target: wants_shoot.target,
}
};
add_effect(
Some(entity),
EffectType::ItemUse {
item: weapon_entity.unwrap(),
},
effect_target,
);
}
}
} else if natural_roll == 1 {
// Natural 1 miss
log.append(format!(
"{} considers attacking {}, but misjudges the timing.",
name.name, target_name.name
));
add_effect(
None,
EffectType::Particle {
glyph: rltk::to_cp437('‼'),
fg: colors::BLUE,
bg: colors::BLACK,
lifespan: 200.0,
},
Targets::Single {
target: wants_shoot.target,
},
);
} else {
// Miss
log.append(format!(
"{} attacks {}, but can't connect",
name.name, target_name.name
));
add_effect(
None,
EffectType::Particle {
glyph: rltk::to_cp437('‼'),
fg: colors::CYAN,
bg: colors::BLACK,
lifespan: 200.0,
},
Targets::Single {
target: wants_shoot.target,
},
);
}
}
}
wants_shoot.clear();
}
}