use specs::prelude::*;
use super::{CombatStats, SufferDamage, Player, GameLog, Name, RunState, Position, Map};
pub struct DamageSystem {}
impl<'a> System<'a> for DamageSystem {
type SystemData = ( WriteStorage<'a, CombatStats>,
WriteStorage<'a, SufferDamage>,
ReadStorage<'a, Position>,
WriteExpect<'a, Map>,
Entities<'a> );
fn run(&mut self, data : Self::SystemData) {
let (mut stats, mut damage, positions, mut map, entities) = data;
for (entity, mut stats, damage) in (&entities, &mut stats, &damage).join() {
stats.hp -= damage.amount.iter().sum::<i32>();
let pos = positions.get(entity);
if let Some(pos) = pos {
let idx = map.xy_idx(pos.x, pos.y);
map.bloodstains.insert(idx);
}
}
damage.clear();
}
}
pub fn delete_the_dead(ecs : &mut World) {
let mut dead : Vec<Entity> = Vec::new();
// Using a scope to make the borrow checker happy
{
let combat_stats = ecs.read_storage::<CombatStats>();
let players = ecs.read_storage::<Player>();
let entities = ecs.entities();
let names = ecs.read_storage::<Name>();
let mut log = ecs.write_resource::<GameLog>();
for (entity, stats) in (&entities, &combat_stats).join() {
if stats.hp < 1 {
let player = players.get(entity);
match player {
None => {
let victim_name = names.get(entity);
if let Some(victim_name) = victim_name {
log.entries.push(format!("{} is dead", &victim_name.name));
}
dead.push(entity);
},
Some(_) => {
let mut runstate = ecs.write_resource::<RunState>();
*runstate = RunState::GameOver;
}
}
}
}
}
for victim in dead {
ecs.delete_entity(victim).expect("Unable to delete");
}
}