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; } } } 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 => { try_move_player(-1, 0, &mut gs.ecs) } VirtualKeyCode::Right | VirtualKeyCode::Numpad6 | VirtualKeyCode::L => { try_move_player(1, 0, &mut gs.ecs) } VirtualKeyCode::Up | VirtualKeyCode::Numpad8 | VirtualKeyCode::K => { try_move_player(0, -1, &mut gs.ecs) } VirtualKeyCode::Down | VirtualKeyCode::Numpad2 | VirtualKeyCode::J => { try_move_player(0, 1, &mut gs.ecs) } // Diagonals VirtualKeyCode::Numpad9 | VirtualKeyCode::U => try_move_player(1, -1, &mut gs.ecs), VirtualKeyCode::Numpad7 | VirtualKeyCode::Y => try_move_player(-1, -1, &mut gs.ecs), VirtualKeyCode::Numpad3 | VirtualKeyCode::N => try_move_player(1, 1, &mut gs.ecs), VirtualKeyCode::Numpad1 | VirtualKeyCode::B => try_move_player(-1, 1, &mut gs.ecs), _ => return RunState::AwaitingInput, }, } RunState::PlayerTurn }