use specs::prelude::*;
use specs_derive::*;
use rltk::{RGB};
use serde::{Serialize, Deserialize};
use specs::saveload::{Marker, ConvertSaveload};
use specs::error::NoError;
// COMPONENTS
#[derive(Component, Serialize, Deserialize, Clone)]
pub struct ParticleLifetime {
pub lifetime_ms : f32
}
#[derive(Component, Debug, ConvertSaveload, Clone)]
pub struct WantsToRemoveItem {
pub item : Entity
}
#[derive(Component, ConvertSaveload, Clone)]
pub struct MeleePowerBonus {
pub power : i32
}
#[derive(Component, ConvertSaveload, Clone)]
pub struct DefenseBonus {
pub defense : i32
}
#[derive(Component, ConvertSaveload, Clone)]
pub struct Equipped {
pub owner : Entity,
pub slot : EquipmentSlot
}
#[derive(PartialEq, Copy, Clone, Serialize, Deserialize)]
pub enum EquipmentSlot { Melee, Shield }
#[derive(Component, Serialize, Deserialize, Clone)]
pub struct Equippable {
pub slot : EquipmentSlot
}
// Special component that exists to help serialize the game data
#[derive(Component, Serialize, Deserialize, Clone)]
pub struct SerializationHelper {
pub map : super::map::Map
}
pub struct SerializeMe;
#[derive(Component, Debug, ConvertSaveload, Clone)]
pub struct AreaOfEffect {
pub radius : i32
}
#[derive(Component, Debug, ConvertSaveload, Clone)]
pub struct Ranged {
pub range : i32
}
#[derive(Component, Debug, ConvertSaveload, Clone)]
pub struct InflictsDamage {
pub damage : i32
}
#[derive(Component, Debug, Serialize, Deserialize, Clone)]
pub struct Consumable {}
#[derive(Component, Debug, ConvertSaveload)]
pub struct WantsToDropItem {
pub item : Entity
}
#[derive(Component, Debug, ConvertSaveload)]
pub struct WantsToUseItem {
pub item : Entity,
pub target: Option<rltk::Point>
}
#[derive(Component, Debug, ConvertSaveload)]
pub struct WantsToPickupItem {
pub collected_by : Entity,
pub item : Entity
}
#[derive(Component, Debug, ConvertSaveload)]
pub struct InBackpack {
pub owner : Entity
}
#[derive(Component, Debug, Serialize, Deserialize, Clone)]
pub struct Item {}
#[derive(Component, Debug, ConvertSaveload, Clone)]
pub struct ProvidesHealing {
pub heal_amount : i32
}
#[derive(Component, Debug, ConvertSaveload, Clone)]
pub struct SufferDamage {
pub amount : Vec<i32>
}
impl SufferDamage {
pub fn new_damage(store: &mut WriteStorage<SufferDamage>, victim: Entity, amount: i32) {
if let Some(suffering) = store.get_mut(victim) {
suffering.amount.push(amount);
} else {
let dmg = SufferDamage { amount : vec![amount] };
store.insert(victim, dmg).expect("Unable to insert damage");
}
}
}
#[derive(Component, Debug, ConvertSaveload, Clone)]
pub struct WantsToMelee {
pub target : Entity
}
#[derive(Component, Debug, ConvertSaveload, Clone)]
pub struct CombatStats {
pub max_hp : i32,
pub hp : i32,
pub defense : i32,
pub power : i32
}
#[derive(Component, Debug, Serialize, Deserialize, Clone)]
pub struct BlocksTile {}
#[derive(Component, Debug, ConvertSaveload, Clone)]
pub struct Name {
pub name : String
}
#[derive(Component, Debug, Serialize, Deserialize, Clone)]
pub struct Monster {}
#[derive(Component, ConvertSaveload, Clone)]
pub struct Viewshed {
pub visible_tiles : Vec<rltk::Point>,
pub range : i32,
pub dirty: bool
}
#[derive(Component, ConvertSaveload, Clone)]
pub struct Position {
pub x: i32,
pub y: i32,
}
#[derive(Component, ConvertSaveload, Clone)]
pub struct Renderable {
pub glyph: rltk::FontCharType,
pub fg: RGB,
pub bg: RGB,
pub render_order : i32
}
#[derive(Component, Serialize, Deserialize, Clone)]
pub struct Player {}