extern crate rltk; use rltk::{Point, Rltk, VirtualKeyCode}; extern crate specs; use super::{CombatStats, Map, Player, Position, RunState, State, Viewshed, WantsToMelee}; use specs::prelude::*; use std::cmp::{max, min}; pub fn try_move_player(delta_x: i32, delta_y: i32, ecs: &mut World) { let mut positions = ecs.write_storage::(); let players = ecs.read_storage::(); let mut viewsheds = ecs.write_storage::(); let entities = ecs.entities(); let combat_stats = ecs.read_storage::(); let map = ecs.fetch::(); let mut wants_to_melee = ecs.write_storage::(); for (entity, _player, pos, viewshed) in (&entities, &players, &mut positions, &mut viewsheds).join() { let destination_idx = map.xy_idx(pos.x + delta_x, pos.y + delta_y); for potential_target in map.tile_content[destination_idx].iter() { let target = combat_stats.get(*potential_target); if let Some(_target) = target { wants_to_melee .insert( entity, WantsToMelee { target: *potential_target, }, ) .expect("Add target failed"); return; } } if !map.blocked[destination_idx] { pos.x = min(79, max(0, pos.x + delta_x)); pos.y = min(49, max(0, pos.y + delta_y)); viewshed.dirty = true; let mut ppos = ecs.write_resource::(); ppos.x = pos.x; ppos.y = pos.y; } } } #[derive(Component)] enum GameEvent { MoveTo { destination: usize }, Attack { target: Entity }, } struct HandleInputEvent; impl<'a> System<'a> for HandleInputEvent { type SystemData = ( Write<'a, InputEvent>, ReadExpect<'a, Map>, Entities<'a>, ReadStorage<'a, Player>, ReadStorage<'a, Position>, ReadStorage<'a, CombatStats>, WriteStorage<'a, GameEvent>, ); fn run(&mut self, (mut event, map, entities, player, position, stats, mut game_events): Self::SystemData) { match *event { InputEvent::PlayerMovement { delta_x, delta_y } => { for (e, _, pos) in (&entities, &player, &position).join() { // depending on what's in the target cell, we // either want to attack or move let destination = map.xy_idx(pos.x + delta_x, pos.y + delta_y); if let Some(target) = map.get_attackable(destination, &stats) { game_events.insert(e, GameEvent::Attack { target }).expect("Unable to add GameEvent"); } else { game_events.insert(e, GameEvent::MoveTo { destination }).expect("Unable to add GameEvent"); } } }, InputEvent::NoAction => {} } *event = InputEvent::NoAction; } } /// This type represents all the "low-level" actions we have available /// to us, corresponding directly to the set of actions we have bound /// on the keys enum InputEvent { // attempt to move the player some amount in the given direction // (delta_x and delta_y should be -1, 0, or 1) PlayerMovement { delta_x: i32, delta_y: i32, }, // do not take any action at all NoAction, } impl Default for InputEvent { // the default for an InputEvent is of course NoAction fn default() -> InputEvent { InputEvent::NoAction } } pub fn player_input(gs: &mut State, ctx: &mut Rltk) -> RunState { // Player movement match ctx.key { None => return RunState::AwaitingInput, // Nothing happened Some(key) => match key { VirtualKeyCode::Left | VirtualKeyCode::Numpad4 | VirtualKeyCode::H => gs.ecs.insert(InputEvent::PlayerMovement { delta_x: -1, delta_y: 0 }), VirtualKeyCode::Right | VirtualKeyCode::Numpad6 | VirtualKeyCode::L => gs.ecs.insert(InputEvent::PlayerMovement { delta_x: 1, delta_y: 0 }), VirtualKeyCode::Up | VirtualKeyCode::Numpad8 | VirtualKeyCode::K => gs.ecs.insert(InputEvent::PlayerMovement { delta_x: 0, delta_y: -1 }), VirtualKeyCode::Down | VirtualKeyCode::Numpad2 | VirtualKeyCode::J => gs.ecs.insert(InputEvent::PlayerMovement { delta_x: 0, delta_y: 1 }), // Diagonals VirtualKeyCode::Numpad9 | VirtualKeyCode::U => gs.ecs.insert(InputEvent::PlayerMovement { delta_x: 1, delta_y: -1 }), VirtualKeyCode::Numpad7 | VirtualKeyCode::Y => gs.ecs.insert(InputEvent::PlayerMovement { delta_x: -1, delta_y: -1 }), VirtualKeyCode::Numpad3 | VirtualKeyCode::N => gs.ecs.insert(InputEvent::PlayerMovement { delta_x: 1, delta_y: 1 }), VirtualKeyCode::Numpad1 | VirtualKeyCode::B => gs.ecs.insert(InputEvent::PlayerMovement { delta_x: -1, delta_y: 1 }), _ => return RunState::AwaitingInput, }, } RunState::PlayerTurn }