Add chapter 2.6
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48
src/melee_combat_system.rs
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48
src/melee_combat_system.rs
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use rltk::console;
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use specs::prelude::*;
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use crate::components::{CombatStats, Name, SufferDamage, WantsToMelee};
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pub struct MeleeCombatSystem {}
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impl<'a> System<'a> for MeleeCombatSystem {
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type SystemData = (
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Entities<'a>,
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WriteStorage<'a, WantsToMelee>,
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ReadStorage<'a, Name>,
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ReadStorage<'a, CombatStats>,
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WriteStorage<'a, SufferDamage>,
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);
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fn run(&mut self, data: Self::SystemData) {
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let (entities, mut wants_melee, names, combat_stats, mut inflict_damage) = data;
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for (_entity, wants_melee, name, stats) in
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(&entities, &wants_melee, &names, &combat_stats).join()
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{
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if stats.hp > 0 {
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let target_stats = combat_stats.get(wants_melee.target).unwrap();
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if target_stats.hp > 0 {
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let target_name = names.get(wants_melee.target).unwrap();
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let damage = i32::max(0, stats.power - target_stats.defense);
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if damage == 0 {
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console::log(&format!(
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"{} is unable to hurt {}",
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&name.name, &target_name.name
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));
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} else {
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console::log(&format!(
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"{} hits {}, for {} hp.",
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&name.name, &target_name.name, damage
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));
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SufferDamage::new_damage(&mut inflict_damage, wants_melee.target, damage)
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}
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}
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}
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}
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wants_melee.clear();
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}
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}
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