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; } } } /// 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, }, // quit the game QuitGame, // 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 }), VirtualKeyCode::Q | VirtualKeyCode::Escape => gs.ecs.insert(InputEvent::QuitGame), _ => return RunState::AwaitingInput, }, } RunState::PlayerTurn }