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}; fn clamp(low: T, high: T, val: T) -> T { if val < low { low } else if val > high { high } else { val } } #[derive(Component)] pub enum GameEvent { MoveTo { destination: usize, tgt_x: i32, tgt_y: i32, }, Attack { target: Entity }, } pub struct HandleGameEvent; impl<'a> System<'a> for HandleGameEvent { type SystemData = ( Entities<'a>, WriteStorage<'a, GameEvent>, WriteStorage<'a, WantsToMelee>, WriteStorage<'a, Position>, WriteStorage<'a, Viewshed>, WriteExpect<'a, Point>, ReadExpect<'a, Map>, ); fn run(&mut self, (entities, mut game_events, mut melee, mut pos, mut viewshed, mut point, map): Self::SystemData) { for (e, event) in (&entities, &game_events).join() { match event { GameEvent::Attack { target } => { melee.insert(e, WantsToMelee { target: *target }) .expect("Unable to add melee intention for player"); } GameEvent::MoveTo { destination, tgt_x, tgt_y } => { if !map.blocked[*destination] { viewshed.get_mut(e).expect("Unable to find viewshed").dirty = true; pos.get_mut(e).expect("Unable to find position").x = *tgt_x; pos.get_mut(e).expect("Unable to find position").y = *tgt_y; point.x = clamp(0, 79, *tgt_x); point.y = clamp(0, 49, *tgt_y); } } } } game_events.clear(); } } pub struct HandleInputEvent; impl<'a> System<'a> for HandleInputEvent { type SystemData = ( WriteStorage<'a, InputEvent>, ReadExpect<'a, Map>, Entities<'a>, ReadStorage<'a, Position>, ReadStorage<'a, CombatStats>, WriteStorage<'a, GameEvent>, ); fn run(&mut self, (mut event, map, entities, position, stats, mut game_events): Self::SystemData) { for (e, ev, pos) in (&entities, &event, &position).join() { match *ev { InputEvent::PlayerMovement { delta_x, delta_y } => { // depending on what's in the target cell, we // either want to attack or move let tgt_x = pos.x + delta_x; let tgt_y = pos.y + delta_y; let destination = map.xy_idx(tgt_x, tgt_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, tgt_x, tgt_y }) .expect("Unable to add GameEvent"); } } } } event.clear(); } } /// 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 #[derive(Component)] pub 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, }, } pub fn player_input(gs: &mut State, ctx: &mut Rltk) -> RunState { let player = *gs.ecs.fetch::(); let mut input = gs.ecs.write_storage::(); // Player movement match ctx.key { None => return RunState::AwaitingInput, // Nothing happened Some(key) => match key { VirtualKeyCode::Left | VirtualKeyCode::Numpad4 | VirtualKeyCode::H => input.insert(player, InputEvent::PlayerMovement { delta_x: -1, delta_y: 0 }), VirtualKeyCode::Right | VirtualKeyCode::Numpad6 | VirtualKeyCode::L => input.insert(player, InputEvent::PlayerMovement { delta_x: 1, delta_y: 0 }), VirtualKeyCode::Up | VirtualKeyCode::Numpad8 | VirtualKeyCode::K => input.insert(player, InputEvent::PlayerMovement { delta_x: 0, delta_y: -1 }), VirtualKeyCode::Down | VirtualKeyCode::Numpad2 | VirtualKeyCode::J => input.insert(player, InputEvent::PlayerMovement { delta_x: 0, delta_y: 1 }), // Diagonals VirtualKeyCode::Numpad9 | VirtualKeyCode::U => input.insert(player, InputEvent::PlayerMovement { delta_x: 1, delta_y: -1 }), VirtualKeyCode::Numpad7 | VirtualKeyCode::Y => input.insert(player, InputEvent::PlayerMovement { delta_x: -1, delta_y: -1 }), VirtualKeyCode::Numpad3 | VirtualKeyCode::N => input.insert(player, InputEvent::PlayerMovement { delta_x: 1, delta_y: 1 }), VirtualKeyCode::Numpad1 | VirtualKeyCode::B => input.insert(player, InputEvent::PlayerMovement { delta_x: -1, delta_y: 1 }), _ => return RunState::AwaitingInput, }, }.expect("Unable to insert player movement"); RunState::PlayerTurn }