FINISHED THE BOOK
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488e73ea46
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@ -10,3 +10,6 @@ bracket-lib = "~0.8.1"
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legion = "~0.3.1"
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serde = { version = "=1.0.115"}
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ron = "=0.6.1"
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[profile.release]
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lto = "thin"
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@ -55,10 +55,26 @@ Templates(
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Template(
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entity_type: Item,
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name : "Rusty Sword",
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glyph: '/',
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glyph: 's',
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levels : [0,1,2],
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frequency: 2,
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frequency: 1,
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base_damage: Some(1)
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),
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Template(
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entity_type: Item,
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name : "Shiny Sword",
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glyph: 'S',
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levels : [0,1,2],
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frequency: 1,
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base_damage: Some(2)
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)
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),
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Template(
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entity_type: Item,
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name : "Huge Sword",
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glyph: '/',
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levels : [1,2],
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frequency: 1,
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base_damage: Some(3)
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),
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]
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)
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@ -11,10 +11,10 @@ mod prelude {
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pub use legion::systems::CommandBuffer;
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pub use legion::world::SubWorld;
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pub use legion::*;
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pub const SCREEN_WIDTH: i32 = 80;
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pub const SCREEN_HEIGHT: i32 = 50;
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pub const DISPLAY_WIDTH: i32 = SCREEN_WIDTH / 2;
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pub const DISPLAY_HEIGHT: i32 = SCREEN_HEIGHT / 2;
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pub const SCREEN_WIDTH: i32 = 100;
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pub const SCREEN_HEIGHT: i32 = 80;
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pub const DISPLAY_WIDTH: i32 = 40;
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pub const DISPLAY_HEIGHT: i32 = 25;
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pub use crate::camera::*;
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pub use crate::components::*;
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pub use crate::map::*;
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@ -7,7 +7,6 @@ mod themes;
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use automata::CellularAutomataArchitect;
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use drunkard::DrunkardsWalkArchitect;
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use empty::EmptyArchitect;
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use rooms::RoomsArchitect;
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use themes::*;
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@ -2,17 +2,18 @@ use crate::prelude::*;
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const FORTRESS: (&str, i32, i32) = (
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"
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#-##########
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#-#--------#
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#-#-######-#
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#-#-#MMMM#-#
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#-#-#MMMM#-#
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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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-##########-
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----------#-
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-########-#-
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-#------#-#-
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-#-####-#-#-
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-#-#MMMM#-#-
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-#-#MMMM#-#-
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-#-######-#-
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-#--------#-
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-##########-
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------------
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",
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12,
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11,
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@ -12,12 +12,14 @@ pub fn combat(ecs: &mut SubWorld, commands: &mut CommandBuffer) {
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.iter(ecs)
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.map(|(entity, attack)| (*entity, attack.attacker, attack.victim))
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.collect();
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victims.iter().for_each(|(message, attacker, victim)| {
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let is_player = ecs
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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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let base_damage = if let Ok(v) = ecs.entry_ref(*attacker) {
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if let Ok(dmg) = v.get_component::<Damage>() {
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dmg.0
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@ -26,16 +28,21 @@ pub fn combat(ecs: &mut SubWorld, commands: &mut CommandBuffer) {
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}
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} else {
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0
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};
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}; // (1)
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let weapon_damage: i32 = <(&Carried, &Damage)>::query()
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.iter(ecs)
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.filter(|(carried, _)| carried.0 == *attacker)
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.map(|(_, dmg)| dmg.0)
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.sum();
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.sum(); // (2)
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let final_damage = base_damage + weapon_damage;
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if let Ok(mut health) = ecs.entry_mut(*victim).unwrap().get_component::<Health>() {
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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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health.current -= final_damage;
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if health.current < 1 && !is_player {
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commands.remove(*victim);
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@ -29,7 +29,7 @@ pub fn hud(ecs: &SubWorld) {
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ColorPair::new(WHITE, RED),
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);
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let (player, map_level) = <(Entity, &Player)>::query()
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let (_player, map_level) = <(Entity, &Player)>::query()
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.iter(ecs)
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.find_map(|(entity, player)| Some((*entity, player.map_level)))
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.unwrap();
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@ -7,6 +7,7 @@ use crate::prelude::*;
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#[write_component(Health)]
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#[read_component(Item)]
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#[read_component(Carried)]
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#[read_component(Weapon)]
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pub fn player_input(
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ecs: &mut SubWorld,
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commands: &mut CommandBuffer,
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@ -25,6 +26,7 @@ pub fn player_input(
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.iter(ecs)
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.find_map(|(entity, pos)| Some((*entity, *pos)))
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.unwrap();
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let mut items = <(Entity, &Item, &Point)>::query();
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items
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.iter(ecs)
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@ -32,7 +34,19 @@ pub fn player_input(
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.for_each(|(entity, _item, _item_pos)| {
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commands.remove_component::<Point>(*entity);
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commands.add_component(*entity, Carried(player));
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if let Ok(e) = ecs.entry_ref(*entity) {
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if e.get_component::<Weapon>().is_ok() {
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<(Entity, &Carried, &Weapon)>::query()
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.iter(ecs)
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.filter(|(_, c, _)| c.0 == player)
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.for_each(|(e, _c, _w)| {
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commands.remove(*e);
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})
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}
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}
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});
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Point::new(0, 0)
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}
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VirtualKeyCode::Key1 => use_item(0, ecs, commands),
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