extern crate rltk; use rltk::{VirtualKeyCode, Rltk, Point}; extern crate specs; use specs::prelude::*; use std::cmp::{max, min}; use super::{Position, Player, Viewshed, State, Map, RunState, CombatStats, WantsToMelee, Item, gamelog::GameLog, WantsToPickupItem}; 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; } } } fn get_item(ecs: &mut World) { let player_pos = ecs.fetch::(); let player_entity = ecs.fetch::(); let entities = ecs.entities(); let items = ecs.read_storage::(); let positions = ecs.read_storage::(); let mut gamelog = ecs.fetch_mut::(); let mut target_item : Option = None; for (item_entity, _item, position) in (&entities, &items, &positions).join() { if position.x == player_pos.x && position.y == player_pos.y { target_item = Some(item_entity); } } match target_item { None => gamelog.entries.insert(0, "There is nothing here to pick up.".to_string()), Some(item) => { let mut pickup = ecs.write_storage::(); pickup.insert(*player_entity, WantsToPickupItem{ collected_by: *player_entity, item }).expect("Unable to insert want to pickup"); } } } 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), // Picking up items VirtualKeyCode::G => get_item(&mut gs.ecs), VirtualKeyCode::I => return RunState::ShowInventory, VirtualKeyCode::D => return RunState::ShowDropItem, // Save and Quit VirtualKeyCode::Escape => return RunState::SaveGame, _ => { return RunState::AwaitingInput } }, } RunState::PlayerTurn }