诅咒物品以及应对方法
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现在我们有了一个坚实的魔法物品框架,是时候加入诅咒物品了。诅咒物品是 Roguelike 类型游戏的主要内容,但如果过度使用,真的会惹恼你的玩家!诅咒物品是物品识别迷你游戏的一部分:它们为在知道物品作用之前装备/使用物品提供了风险。如果装备你找到的所有东西没有风险,玩家就会这样做以找出它们是什么 - 那么迷你游戏就毫无意义了。另一方面,如果有太多诅咒物品,玩家在物品使用上就会变得非常保守,并且在确定物品是什么之前不会碰它们。所以,就像生活中的许多事情一样,这是一个难以把握的平衡。
你的基础 -1 长剑
作为一个简单的例子,我们将从实现一把诅咒长剑开始。我们已经有了 Longsword +1
,所以定义一个具有惩罚而不是增益的 JSON(来自 spawns.json
)相对容易:
{
"name" : "Longsword -1",
"renderable": {
"glyph" : "/",
"fg" : "#FFAAFF",
"bg" : "#000000",
"order" : 2
},
"weapon" : {
"range" : "melee",
"attribute" : "might",
"base_damage" : "1d8-1",
"hit_bonus" : -1
},
"weight_lbs" : 2.0,
"base_value" : 100.0,
"initiative_penalty" : 3,
"vendor_category" : "weapon",
"magic" : { "class" : "common", "naming" : "Unidentified Longsword", "cursed" : true }
},
你会注意到这里有一个命中和伤害惩罚,更多的先攻惩罚,并且我们将 cursed: true
添加到 magic
部分。大部分内容已经可以工作了,但 cursed
部分是新的。为了开始支持这一点,我们打开 raws/item_structs.rs
并添加模板支持:
#![allow(unused)] fn main() { #[derive(Deserialize, Debug)] pub struct MagicItem { pub class: String, pub naming: String, pub cursed: Option<bool> } }
我们将其设为 Option
- 因此对于非诅咒物品,你不必指定它。现在我们需要一个新的组件来指示物品实际上是被诅咒的。在 components.rs
中(并在 main.rs
和 saveload_system.rs
中注册):
#![allow(unused)] fn main() { #[derive(Component, Debug, Serialize, Deserialize, Clone)] pub struct CursedItem {} }
接下来,我们将调整 raws/rawmaster.rs
中的 spawn_named_item
函数,以处理将 CursedItem
组件添加到诅咒物品:
#![allow(unused)] fn main() { if let Some(magic) = &item_template.magic { let class = match magic.class.as_str() { "rare" => MagicItemClass::Rare, "legendary" => MagicItemClass::Legendary, _ => MagicItemClass::Common }; eb = eb.with(MagicItem{ class }); if !identified.contains(&item_template.name) { match magic.naming.as_str() { "scroll" => { eb = eb.with(ObfuscatedName{ name : scroll_names[&item_template.name].clone() }); } "potion" => { eb = eb.with(ObfuscatedName{ name: potion_names[&item_template.name].clone() }); } _ => { eb = eb.with(ObfuscatedName{ name : magic.naming.clone() }); } } } if let Some(cursed) = magic.cursed { if cursed { eb = eb.with(CursedItem{}); } } } }
让我们回到 spawns.json
并给它们一个生成的机率。现在,我们将使它们出现在任何地方,以便于测试它们:
{ "name" : "Longsword -1", "weight" : 100, "min_depth" : 1, "max_depth" : 100 },
这样我们就做得足够多了,你可以运行游戏,诅咒长剑将会出现并且具有较差的战斗性能。物品识别已经可以工作了,所以装备一把诅咒的剑会告诉你它是什么 - 但是这样做绝对没有任何惩罚,除了当你使用它时它具有较差的属性。这是一个好的开始!
让玩家知道它是被诅咒的
在 gui.rs
中,我们在 get_item_color
函数中仔细地按类别为物品着色。我们希望诅咒物品变成红色 - 但只有当你知道它们被诅咒时(所以你不会看着你的物品栏列表并看到“哦,那是被诅咒的 - 最好不要装备它!”)。所以让我们修改该函数以提供此功能:
#![allow(unused)] fn main() { pub fn get_item_color(ecs : &World, item : Entity) -> RGB { let dm = ecs.fetch::<crate::map::MasterDungeonMap>(); if let Some(name) = ecs.read_storage::<Name>().get(item) { if ecs.read_storage::<CursedItem>().get(item).is_some() && dm.identified_items.contains(&name.name) { return RGB::from_f32(1.0, 0.0, 0.0); } } if let Some(magic) = ecs.read_storage::<MagicItem>().get(item) { match magic.class { MagicItemClass::Common => return RGB::from_f32(0.5, 1.0, 0.5), MagicItemClass::Rare => return RGB::from_f32(0.0, 1.0, 1.0), MagicItemClass::Legendary => return RGB::from_f32(0.71, 0.15, 0.93) } } RGB::from_f32(1.0, 1.0, 1.0) } }
阻止卸下诅咒物品
阻止移除的简单情况是在 inventory_system/remove_system.rs
中:它只是获取物品并将其放入你的背包中。我们可以使其有条件,我们就完成了!这是系统的源代码:
#![allow(unused)] fn main() { use specs::prelude::*; use super::{InBackpack, Equipped, WantsToRemoveItem, CursedItem, Name}; pub struct ItemRemoveSystem {} impl<'a> System<'a> for ItemRemoveSystem { #[allow(clippy::type_complexity)] type SystemData = ( Entities<'a>, WriteStorage<'a, WantsToRemoveItem>, WriteStorage<'a, Equipped>, WriteStorage<'a, InBackpack>, ReadStorage<'a, CursedItem>, WriteExpect<'a, crate::gamelog::GameLog>, ReadStorage<'a, Name> ); fn run(&mut self, data : Self::SystemData) { let (entities, mut wants_remove, mut equipped, mut backpack, cursed, mut gamelog, names) = data; for (entity, to_remove) in (&entities, &wants_remove).join() { if cursed.get(to_remove.item).is_some() { gamelog.entries.push(format!("You cannot remove {}, it is cursed", names.get(to_remove.item).unwrap().name)); } else { equipped.remove(to_remove.item); backpack.insert(to_remove.item, InBackpack{ owner: entity }).expect("Unable to insert backpack"); } } wants_remove.clear(); } } }
equip_use.rs
的情况有点复杂。我们装备物品,扫描要替换的物品并卸下替换物品。我们将不得不稍微改变一下:查找要移除的东西,看看它是否被诅咒(如果是,则取消并显示消息),然后如果它仍然有效,则实际执行交换。我们还希望在你无法装备物品时不识别物品,以避免出现有趣的后门,你装备一个诅咒物品,然后用它来识别所有其他诅咒物品!我们可以像这样调整系统:
#![allow(unused)] fn main() { use specs::prelude::*; use super::{Name, InBackpack, gamelog::GameLog, WantsToUseItem, Equippable, Equipped, EquipmentChanged, IdentifiedItem, CursedItem}; pub struct ItemEquipOnUse {} impl<'a> System<'a> for ItemEquipOnUse { #[allow(clippy::type_complexity)] type SystemData = ( ReadExpect<'a, Entity>, WriteExpect<'a, GameLog>, Entities<'a>, WriteStorage<'a, WantsToUseItem>, ReadStorage<'a, Name>, ReadStorage<'a, Equippable>, WriteStorage<'a, Equipped>, WriteStorage<'a, InBackpack>, WriteStorage<'a, EquipmentChanged>, WriteStorage<'a, IdentifiedItem>, ReadStorage<'a, CursedItem> ); #[allow(clippy::cognitive_complexity)] fn run(&mut self, data : Self::SystemData) { let (player_entity, mut gamelog, entities, mut wants_use, names, equippable, mut equipped, mut backpack, mut dirty, mut identified_item, cursed) = data; let mut remove_use : Vec<Entity> = Vec::new(); for (target, useitem) in (&entities, &wants_use).join() { // If it is equippable, then we want to equip it - and unequip whatever else was in that slot if let Some(can_equip) = equippable.get(useitem.item) { let target_slot = can_equip.slot; // Remove any items the target has in the item's slot let mut can_equip = true; let mut log_entries : Vec<String> = Vec::new(); let mut to_unequip : Vec<Entity> = Vec::new(); for (item_entity, already_equipped, name) in (&entities, &equipped, &names).join() { if already_equipped.owner == target && already_equipped.slot == target_slot { if cursed.get(item_entity).is_some() { can_equip = false; gamelog.entries.push(format!("You cannot unequip {}, it is cursed.", name.name)); } else { to_unequip.push(item_entity); if target == *player_entity { log_entries.push(format!("You unequip {}.", name.name)); } } } } if can_equip { // Identify the item if target == *player_entity { identified_item.insert(target, IdentifiedItem{ name: names.get(useitem.item).unwrap().name.clone() }) .expect("Unable to insert"); } for item in to_unequip.iter() { equipped.remove(*item); backpack.insert(*item, InBackpack{ owner: target }).expect("Unable to insert backpack entry"); } for le in log_entries.iter() { gamelog.entries.push(le.to_string()); } // Wield the item equipped.insert(useitem.item, Equipped{ owner: target, slot: target_slot }).expect("Unable to insert equipped component"); backpack.remove(useitem.item); if target == *player_entity { gamelog.entries.push(format!("You equip {}.", names.get(useitem.item).unwrap().name)); } } // Done with item remove_use.push(target); } } remove_use.iter().for_each(|e| { dirty.insert(*e, EquipmentChanged{}).expect("Unable to insert"); wants_use.remove(*e).expect("Unable to remove"); }); } } }
我们将物品识别移到了物品扫描之下,并添加了一个 can_use
布尔值;如果切换会导致卸下诅咒物品,我们取消操作。如果你现在 cargo run
运行项目,你将发现一旦装备上诅咒装备,就无法移除它了:
移除诅咒
既然玩家可能会意外地诅咒自己,那么给他们一种从错误中恢复的方法是个好主意!让我们添加传统的移除诅咒卷轴。在 spawns.json
中,我们将首先定义我们想要什么:
{
"name" : "Remove Curse Scroll",
"renderable": {
"glyph" : ")",
"fg" : "#FFAAAA",
"bg" : "#000000",
"order" : 2
},
"consumable" : {
"effects" : {
"remove_curse" : ""
}
},
"weight_lbs" : 0.5,
"base_value" : 50.0,
"vendor_category" : "alchemy",
"magic" : { "class" : "common", "naming" : "scroll" }
},
我们也应该允许它生成:
{ "name" : "Remove Curse Scroll", "weight" : 4, "min_depth" : 0, "max_depth" : 100 },
那里唯一的新东西是效果:remove_curse
。我们将像处理其他效果一样处理它,所以我们首先创建一个新组件来表示“这个 X 触发诅咒移除”。在 components.rs
中(并在 main.rs
和 saveload_system.rs
中注册):
#![allow(unused)] fn main() { #[derive(Component, Debug, Serialize, Deserialize, Clone)] pub struct ProvidesRemoveCurse {} }
现在在 raws/rawmaster.rs
中,我们将它添加到效果生成列表(所以它仍然是一个通用能力;例如,你可以有一个可以移除诅咒的神龛):
#![allow(unused)] fn main() { macro_rules! apply_effects { ( $effects:expr, $eb:expr ) => { for effect in $effects.iter() { let effect_name = effect.0.as_str(); match effect_name { "provides_healing" => $eb = $eb.with(ProvidesHealing{ heal_amount: effect.1.parse::<i32>().unwrap() }), "ranged" => $eb = $eb.with(Ranged{ range: effect.1.parse::<i32>().unwrap() }), "damage" => $eb = $eb.with(InflictsDamage{ damage : effect.1.parse::<i32>().unwrap() }), "area_of_effect" => $eb = $eb.with(AreaOfEffect{ radius: effect.1.parse::<i32>().unwrap() }), "confusion" => $eb = $eb.with(Confusion{ turns: effect.1.parse::<i32>().unwrap() }), "magic_mapping" => $eb = $eb.with(MagicMapper{}), "town_portal" => $eb = $eb.with(TownPortal{}), "food" => $eb = $eb.with(ProvidesFood{}), "single_activation" => $eb = $eb.with(SingleActivation{}), "particle_line" => $eb = $eb.with(parse_particle_line(&effect.1)), "particle" => $eb = $eb.with(parse_particle(&effect.1)), "remove_curse" => $eb = $eb.with(ProvidesRemoveCurse{}), _ => rltk::console::log(format!("Warning: consumable effect {} not implemented.", effect_name)) } } }; } }
现在我们已经正确标记了移除诅咒物品,剩下的就是使它们发挥作用!当你使用卷轴时,它应该向你显示所有你知道是被诅咒的物品,并让你选择一个来解除诅咒。这将需要一个新的 RunState
,所以我们将在 main.rs
中添加它,并在运行循环中添加一个占位符,以便程序可以编译:
#![allow(unused)] fn main() { #[derive(PartialEq, Copy, Clone)] pub enum RunState { AwaitingInput, PreRun, Ticking, ShowInventory, ShowDropItem, ShowTargeting { range : i32, item : Entity}, MainMenu { menu_selection : gui::MainMenuSelection }, SaveGame, NextLevel, PreviousLevel, TownPortal, ShowRemoveItem, GameOver, MagicMapReveal { row : i32 }, MapGeneration, ShowCheatMenu, ShowVendor { vendor: Entity, mode : VendorMode }, TeleportingToOtherLevel { x: i32, y: i32, depth: i32 }, ShowRemoveCurse } ... RunState::ShowRemoveCurse => {} }
我们还将它添加到 Ticking
状态的退出子句中:
#![allow(unused)] fn main() { RunState::Ticking => { while newrunstate == RunState::Ticking { self.run_systems(); self.ecs.maintain(); match *self.ecs.fetch::<RunState>() { RunState::AwaitingInput => newrunstate = RunState::AwaitingInput, RunState::MagicMapReveal{ .. } => newrunstate = RunState::MagicMapReveal{ row: 0 }, RunState::TownPortal => newrunstate = RunState::TownPortal, RunState::TeleportingToOtherLevel{ x, y, depth } => newrunstate = RunState::TeleportingToOtherLevel{ x, y, depth }, RunState::ShowRemoveCurse => newrunstate = RunState::ShowRemoveCurse, _ => newrunstate = RunState::Ticking } } } }
现在我们将打开 effects/triggers.rs
并支持运行状态转换(我把它放在魔法地图之后):
#![allow(unused)] fn main() { // Remove Curse if ecs.read_storage::<ProvidesRemoveCurse>().get(entity).is_some() { let mut runstate = ecs.fetch_mut::<RunState>(); *runstate = RunState::ShowRemoveCurse; did_something = true; } }
所以现在我们必须进入 gui.rs
并制作另一个物品列表系统。我们将使用物品掉落/移除系统作为模板,但用一个迭代器替换选择列表,该迭代器移除非诅咒物品和那些被诅咒但你还不知道的物品:
#![allow(unused)] fn main() { pub fn remove_curse_menu(gs : &mut State, ctx : &mut Rltk) -> (ItemMenuResult, Option<Entity>) { let player_entity = gs.ecs.fetch::<Entity>(); let equipped = gs.ecs.read_storage::<Equipped>(); let backpack = gs.ecs.read_storage::<InBackpack>(); let entities = gs.ecs.entities(); let items = gs.ecs.read_storage::<Item>(); let cursed = gs.ecs.read_storage::<CursedItem>(); let names = gs.ecs.read_storage::<Name>(); let dm = gs.ecs.fetch::<MasterDungeonMap>(); let build_cursed_iterator = || { (&entities, &items, &cursed).join().filter(|(item_entity,_item,_cursed)| { let mut keep = false; if let Some(bp) = backpack.get(*item_entity) { if bp.owner == *player_entity { if let Some(name) = names.get(*item_entity) { if dm.identified_items.contains(&name.name) { keep = true; } } } } // It's equipped, so we know it's cursed if let Some(equip) = equipped.get(*item_entity) { if equip.owner == *player_entity { keep = true; } } keep }) }; let count = build_cursed_iterator().count(); let mut y = (25 - (count / 2)) as i32; ctx.draw_box(15, y-2, 31, (count+3) as i32, RGB::named(rltk::WHITE), RGB::named(rltk::BLACK)); ctx.print_color(18, y-2, RGB::named(rltk::YELLOW), RGB::named(rltk::BLACK), "Remove Curse From Which Item?"); ctx.print_color(18, y+ count as i32+1, RGB::named(rltk::YELLOW), RGB::named(rltk::BLACK), "ESCAPE to cancel"); let mut equippable : Vec<Entity> = Vec::new(); for (j, (entity, _item, _cursed)) in build_cursed_iterator().enumerate() { ctx.set(17, y, RGB::named(rltk::WHITE), RGB::named(rltk::BLACK), rltk::to_cp437('(')); ctx.set(18, y, RGB::named(rltk::YELLOW), RGB::named(rltk::BLACK), 97+j as rltk::FontCharType); ctx.set(19, y, RGB::named(rltk::WHITE), RGB::named(rltk::BLACK), rltk::to_cp437(')')); ctx.print_color(21, y, get_item_color(&gs.ecs, entity), RGB::from_f32(0.0, 0.0, 0.0), &get_item_display_name(&gs.ecs, entity)); equippable.push(entity); y += 1; } match ctx.key { None => (ItemMenuResult::NoResponse, None), Some(key) => { match key { VirtualKeyCode::Escape => { (ItemMenuResult::Cancel, None) } _ => { let selection = rltk::letter_to_option(key); if selection > -1 && selection < count as i32 { return (ItemMenuResult::Selected, Some(equippable[selection as usize])); } (ItemMenuResult::NoResponse, None) } } } } } }
然后在 main.rs
中,我们只需要完成逻辑:
#![allow(unused)] fn main() { RunState::ShowRemoveCurse => { let result = gui::remove_curse_menu(self, ctx); match result.0 { gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput, gui::ItemMenuResult::NoResponse => {} gui::ItemMenuResult::Selected => { let item_entity = result.1.unwrap(); self.ecs.write_storage::<CursedItem>().remove(item_entity); newrunstate = RunState::Ticking; } } } }
你现在可以 cargo run
,找到一把诅咒剑(它们无处不在),装备它,并使用移除诅咒卷轴将自己从它的控制中解放出来。
鉴定物品
如果你能找到一个不起眼的鉴定卷轴并在你尝试它们之前鉴定魔法物品,这将非常有帮助!这几乎与移除诅咒相同的过程。让我们首先在 spawns.json
中构建物品:
{
"name" : "Identify Scroll",
"renderable": {
"glyph" : ")",
"fg" : "#FFAAAA",
"bg" : "#000000",
"order" : 2
},
"consumable" : {
"effects" : {
"identify" : ""
}
},
"weight_lbs" : 0.5,
"base_value" : 50.0,
"vendor_category" : "alchemy",
"magic" : { "class" : "common", "naming" : "scroll" }
},
再一次,我们需要一个新的组件来表示这种能力。在 components.rs
中(并在 main.rs
和 saveload_system.rs
中注册):
#![allow(unused)] fn main() { #[derive(Component, Debug, Serialize, Deserialize, Clone)] pub struct ProvidesIdentification {} }
就像之前一样,我们然后需要在 raws/rawmaster.rs
中将其添加为效果:
#![allow(unused)] fn main() { macro_rules! apply_effects { ( $effects:expr, $eb:expr ) => { for effect in $effects.iter() { let effect_name = effect.0.as_str(); match effect_name { "provides_healing" => $eb = $eb.with(ProvidesHealing{ heal_amount: effect.1.parse::<i32>().unwrap() }), "ranged" => $eb = $eb.with(Ranged{ range: effect.1.parse::<i32>().unwrap() }), "damage" => $eb = $eb.with(InflictsDamage{ damage : effect.1.parse::<i32>().unwrap() }), "area_of_effect" => $eb = $eb.with(AreaOfEffect{ radius: effect.1.parse::<i32>().unwrap() }), "confusion" => $eb = $eb.with(Confusion{ turns: effect.1.parse::<i32>().unwrap() }), "magic_mapping" => $eb = $eb.with(MagicMapper{}), "town_portal" => $eb = $eb.with(TownPortal{}), "food" => $eb = $eb.with(ProvidesFood{}), "single_activation" => $eb = $eb.with(SingleActivation{}), "particle_line" => $eb = $eb.with(parse_particle_line(&effect.1)), "particle" => $eb = $eb.with(parse_particle(&effect.1)), "remove_curse" => $eb = $eb.with(ProvidesRemoveCurse{}), "identify" => $eb = $eb.with(ProvidesIdentification{}), _ => rltk::console::log(format!("Warning: consumable effect {} not implemented.", effect_name)) } } }; } }
接下来,我们将在 effects/triggers.rs
文件中处理它:
#![allow(unused)] fn main() { // Identify Item if ecs.read_storage::<ProvidesIdentification>().get(entity).is_some() { let mut runstate = ecs.fetch_mut::<RunState>(); *runstate = RunState::ShowIdentify; did_something = true; } }
我们将转到 main.rs
并添加 ShowIdentify
作为 RunState
:
#![allow(unused)] fn main() { #[derive(PartialEq, Copy, Clone)] pub enum RunState { AwaitingInput, PreRun, Ticking, ShowInventory, ShowDropItem, ShowTargeting { range : i32, item : Entity}, MainMenu { menu_selection : gui::MainMenuSelection }, SaveGame, NextLevel, PreviousLevel, TownPortal, ShowRemoveItem, GameOver, MagicMapReveal { row : i32 }, MapGeneration, ShowCheatMenu, ShowVendor { vendor: Entity, mode : VendorMode }, TeleportingToOtherLevel { x: i32, y: i32, depth: i32 }, ShowRemoveCurse, ShowIdentify } }
将其添加为退出子句:
#![allow(unused)] fn main() { RunState::Ticking => { while newrunstate == RunState::Ticking { self.run_systems(); self.ecs.maintain(); match *self.ecs.fetch::<RunState>() { RunState::AwaitingInput => newrunstate = RunState::AwaitingInput, RunState::MagicMapReveal{ .. } => newrunstate = RunState::MagicMapReveal{ row: 0 }, RunState::TownPortal => newrunstate = RunState::TownPortal, RunState::TeleportingToOtherLevel{ x, y, depth } => newrunstate = RunState::TeleportingToOtherLevel{ x, y, depth }, RunState::ShowRemoveCurse => newrunstate = RunState::ShowRemoveCurse, RunState::ShowIdentify => newrunstate = RunState::ShowIdentify, _ => newrunstate = RunState::Ticking } } } }
并在我们的 tick 系统中处理它:
#![allow(unused)] fn main() { RunState::ShowIdentify => { let result = gui::identify_menu(self, ctx); match result.0 { gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput, gui::ItemMenuResult::NoResponse => {} gui::ItemMenuResult::Selected => { let item_entity = result.1.unwrap(); if let Some(name) = self.ecs.read_storage::<Name>().get(item_entity) { let mut dm = self.ecs.fetch_mut::<MasterDungeonMap>(); dm.identified_items.insert(name.name.clone()); } newrunstate = RunState::Ticking; } } } }
最后,打开 gui.rs
并提供菜单函数:
#![allow(unused)] fn main() { pub fn identify_menu(gs : &mut State, ctx : &mut Rltk) -> (ItemMenuResult, Option<Entity>) { let player_entity = gs.ecs.fetch::<Entity>(); let equipped = gs.ecs.read_storage::<Equipped>(); let backpack = gs.ecs.read_storage::<InBackpack>(); let entities = gs.ecs.entities(); let items = gs.ecs.read_storage::<Item>(); let names = gs.ecs.read_storage::<Name>(); let dm = gs.ecs.fetch::<MasterDungeonMap>(); let obfuscated = gs.ecs.read_storage::<ObfuscatedName>(); let build_cursed_iterator = || { (&entities, &items).join().filter(|(item_entity,_item)| { let mut keep = false; if let Some(bp) = backpack.get(*item_entity) { if bp.owner == *player_entity { if let Some(name) = names.get(*item_entity) { if obfuscated.get(*item_entity).is_some() && !dm.identified_items.contains(&name.name) { keep = true; } } } } // It's equipped, so we know it's cursed if let Some(equip) = equipped.get(*item_entity) { if equip.owner == *player_entity { if let Some(name) = names.get(*item_entity) { if obfuscated.get(*item_entity).is_some() && !dm.identified_items.contains(&name.name) { keep = true; } } } } keep }) }; let count = build_cursed_iterator().count(); let mut y = (25 - (count / 2)) as i32; ctx.draw_box(15, y-2, 31, (count+3) as i32, RGB::named(rltk::WHITE), RGB::named(rltk::BLACK)); ctx.print_color(18, y-2, RGB::named(rltk::YELLOW), RGB::named(rltk::BLACK), "Identify Which Item?"); ctx.print_color(18, y+ count as i32+1, RGB::named(rltk::YELLOW), RGB::named(rltk::BLACK), "ESCAPE to cancel"); let mut equippable : Vec<Entity> = Vec::new(); for (j, (entity, _item)) in build_cursed_iterator().enumerate() { ctx.set(17, y, RGB::named(rltk::WHITE), RGB::named(rltk::BLACK), rltk::to_cp437('(')); ctx.set(18, y, RGB::named(rltk::YELLOW), RGB::named(rltk::BLACK), 97+j as rltk::FontCharType); ctx.set(19, y, RGB::named(rltk::WHITE), RGB::named(rltk::BLACK), rltk::to_cp437(')')); ctx.print_color(21, y, get_item_color(&gs.ecs, entity), RGB::from_f32(0.0, 0.0, 0.0), &get_item_display_name(&gs.ecs, entity)); equippable.push(entity); y += 1; } match ctx.key { None => (ItemMenuResult::NoResponse, None), Some(key) => { match key { VirtualKeyCode::Escape => { (ItemMenuResult::Cancel, None) } _ => { let selection = rltk::letter_to_option(key); if selection > -1 && selection < count as i32 { return (ItemMenuResult::Selected, Some(equippable[selection as usize])); } (ItemMenuResult::NoResponse, None) } } } } } }
你现在可以鉴定物品了!
在我们忘记之前修复生成权重
在我们忘记之前,我们真的不想用诅咒剑遍布整个地形。打开 spawns.json
,我们将诅咒长剑更改为与 +1 长剑具有相同的生成特性:
{ "name" : "Longsword -1", "weight" : 1, "min_depth" : 3, "max_depth" : 100 },
总结
本章添加了诅咒物品、移除诅咒卷轴和物品鉴定卷轴。还不错,我们非常接近一个完整的物品系统了!
...
本章的源代码可以在 这里 找到
在你的浏览器中使用 web assembly 运行本章的示例,(需要 WebGL2)
Copyright (C) 2019, Herbert Wolverson.