use crate::{ comp::{HealthSource, Stats}, event::{EventBus, ServerEvent}, state::DeltaTime, }; use specs::{Entities, Join, Read, System, WriteStorage}; /// This system kills players /// and handles players levelling up pub struct Sys; impl<'a> System<'a> for Sys { type SystemData = ( Entities<'a>, Read<'a, DeltaTime>, Read<'a, EventBus>, WriteStorage<'a, Stats>, ); fn run(&mut self, (entities, dt, server_event_bus, mut stats): Self::SystemData) { let mut server_event_emitter = server_event_bus.emitter(); // Increment last change timer stats.set_event_emission(false); // avoid unnecessary syncing for stat in (&mut stats).join() { stat.health.last_change.0 += f64::from(dt.0); } stats.set_event_emission(true); // Mutates all stats every tick causing the server to resend this component for every entity every tick for (entity, mut stats) in (&entities, &mut stats.restrict_mut()).join() { let (set_dead, level_up) = { let stat = stats.get_unchecked(); ( stat.should_die() && !stat.is_dead, stat.exp.current() >= stat.exp.maximum(), ) }; if set_dead { let stat = stats.get_mut_unchecked(); server_event_emitter.emit(ServerEvent::Destroy { entity, cause: stat.health.last_change.1.cause, }); stat.is_dead = true; } if level_up { let stat = stats.get_mut_unchecked(); while stat.exp.current() >= stat.exp.maximum() { stat.exp.change_by(-(stat.exp.maximum() as i64)); stat.exp.change_maximum_by(25); stat.level.change_by(1); } stat.update_max_hp(); stat.health .set_to(stat.health.maximum(), HealthSource::LevelUp) } } } }