finished combat chapter 8
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c977f355f8
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@ -21,6 +21,12 @@ pub struct WantsToMove {
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pub destination: Point,
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pub destination: Point,
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}
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}
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#[derive(Clone, Copy, Debug, PartialEq)]
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pub struct WantsToAttack {
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pub attacker: Entity,
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pub victim: Entity,
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}
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#[derive(Clone, Copy, Debug, PartialEq)]
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#[derive(Clone, Copy, Debug, PartialEq)]
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pub struct Health {
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pub struct Health {
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pub current: i32,
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pub current: i32,
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27
src/systems/combat.rs
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27
src/systems/combat.rs
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@ -0,0 +1,27 @@
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use crate::prelude::*;
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#[system]
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#[read_component(WantsToAttack)]
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#[write_component(Health)]
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pub fn combat(ecs: &mut SubWorld, commands: &mut CommandBuffer) {
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let mut attackers = <(Entity, &WantsToAttack)>::query();
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let victims: Vec<(Entity, Entity)> = attackers
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.iter(ecs)
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.map(|(entity, attack)| (*entity, attack.victim))
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.collect();
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victims.iter().for_each(|(message, victim)| {
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if let Ok(mut health) = ecs
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.entry_mut(*victim)
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.unwrap()
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.get_component_mut::<Health>()
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{
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println!("Health before attack: {}", health.current);
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health.current -= 1;
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if health.current < 1 {
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commands.remove(*victim);
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}
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println!("Health after attack: {}", health.current);
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}
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commands.remove(*message);
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});
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}
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@ -1,4 +1,5 @@
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use crate::prelude::*;
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use crate::prelude::*;
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mod combat;
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mod end_turn;
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mod end_turn;
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mod entity_render;
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mod entity_render;
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mod hud;
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mod hud;
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@ -20,6 +21,8 @@ pub fn input_build_scheduler() -> Schedule {
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}
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}
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pub fn player_build_scheduler() -> Schedule {
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pub fn player_build_scheduler() -> Schedule {
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Schedule::builder()
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Schedule::builder()
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.add_system(combat::combat_system())
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.flush()
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.add_system(movement::movement_system())
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.add_system(movement::movement_system())
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.flush()
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.flush()
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.add_system(map_render::map_render_system())
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.add_system(map_render::map_render_system())
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@ -32,6 +35,8 @@ pub fn monster_build_scheduler() -> Schedule {
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Schedule::builder()
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Schedule::builder()
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.add_system(random_move::random_move_system())
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.add_system(random_move::random_move_system())
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.flush()
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.flush()
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.add_system(combat::combat_system())
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.flush()
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.add_system(movement::movement_system())
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.add_system(movement::movement_system())
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.flush()
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.flush()
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.add_system(map_render::map_render_system())
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.add_system(map_render::map_render_system())
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@ -3,6 +3,8 @@ use crate::prelude::*;
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#[system]
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#[system]
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#[read_component(Point)]
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#[read_component(Point)]
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#[read_component(Player)]
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#[read_component(Player)]
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#[read_component(Enemy)]
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#[write_component(Health)]
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pub fn player_input(
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pub fn player_input(
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ecs: &mut SubWorld,
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ecs: &mut SubWorld,
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commands: &mut CommandBuffer,
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commands: &mut CommandBuffer,
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@ -18,16 +20,52 @@ pub fn player_input(
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VirtualKeyCode::Down => Point::new(0, 1),
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VirtualKeyCode::Down => Point::new(0, 1),
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_ => Point::new(0, 0),
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_ => Point::new(0, 0),
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};
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};
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players.iter(ecs).for_each(|(entity, pos)| {
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let (player_entity, destination) = players
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let destination = *pos + delta;
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.iter(ecs)
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commands.push((
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.find_map(|(entity, pos)| Some((*entity, *pos + delta)))
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(),
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.unwrap();
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WantsToMove {
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let mut enemies = <(Entity, &Point)>::query().filter(component::<Enemy>());
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entity: *entity,
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destination,
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let mut did_something = false;
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},
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if delta.x != 0 || delta.y != 0 {
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));
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let mut hit_something = false;
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});
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enemies
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.iter(ecs)
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.filter(|(_, pos)| **pos == destination)
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.for_each(|(entity, _)| {
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hit_something = true;
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did_something = true;
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commands.push((
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(),
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WantsToAttack {
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attacker: player_entity,
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victim: *entity,
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},
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));
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});
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if !hit_something {
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did_something = true;
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commands.push((
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(),
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WantsToMove {
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entity: player_entity,
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destination,
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},
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));
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}
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}
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if !did_something {
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if let Ok(mut health) = ecs
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.entry_mut(player_entity)
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.unwrap()
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.get_component_mut::<Health>()
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{
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health.current = i32::min(health.max, health.current + 1);
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}
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}
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*turn_state = TurnState::PlayerTurn;
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*turn_state = TurnState::PlayerTurn;
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}
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}
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}
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}
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@ -3,9 +3,12 @@ pub use crate::prelude::*;
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#[system]
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#[system]
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#[read_component(Point)]
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#[read_component(Point)]
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#[read_component(MovingRandomly)]
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#[read_component(MovingRandomly)]
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#[read_component(Health)]
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#[read_component(Player)]
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pub fn random_move(ecs: &mut SubWorld, commands: &mut CommandBuffer) {
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pub fn random_move(ecs: &mut SubWorld, commands: &mut CommandBuffer) {
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let mut movers = <(Entity, &Point, &MovingRandomly)>::query();
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let mut movers = <(Entity, &Point, &MovingRandomly)>::query();
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movers.iter_mut(ecs).for_each(|(entity, pos, _)| {
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let mut positions = <(Entity, &Point, &Health)>::query();
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movers.iter(ecs).for_each(|(entity, pos, _)| {
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let mut rng = RandomNumberGenerator::new();
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let mut rng = RandomNumberGenerator::new();
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let destination = match rng.range(0, 4) {
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let destination = match rng.range(0, 4) {
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0 => Point::new(-1, 0),
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0 => Point::new(-1, 0),
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@ -13,12 +16,36 @@ pub fn random_move(ecs: &mut SubWorld, commands: &mut CommandBuffer) {
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2 => Point::new(0, -1),
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2 => Point::new(0, -1),
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_ => Point::new(0, 1),
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_ => Point::new(0, 1),
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} + *pos;
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} + *pos;
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commands.push((
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let mut attacked = false;
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(),
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positions
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WantsToMove {
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.iter(ecs)
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entity: *entity,
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.filter(|(_, target_pos, _)| **target_pos == destination)
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destination,
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.for_each(|(victim, _, _)| {
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},
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if ecs
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));
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.entry_ref(*victim)
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.unwrap()
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.get_component::<Player>()
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.is_ok()
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{
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commands.push((
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(),
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WantsToAttack {
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attacker: *entity,
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victim: *victim,
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},
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));
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}
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attacked = true
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});
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if !attacked {
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commands.push((
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(),
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WantsToMove {
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entity: *entity,
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destination,
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},
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));
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}
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});
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});
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}
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}
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