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}; 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 => try_move_player(-1, 0, &mut gs.ecs), VirtualKeyCode::Numpad4 => try_move_player(-1, 0, &mut gs.ecs), VirtualKeyCode::H => try_move_player(-1, 0, &mut gs.ecs), VirtualKeyCode::Right => try_move_player(1, 0, &mut gs.ecs), VirtualKeyCode::Numpad6 => try_move_player(1, 0, &mut gs.ecs), VirtualKeyCode::L => try_move_player(1, 0, &mut gs.ecs), VirtualKeyCode::Up => try_move_player(0, -1, &mut gs.ecs), VirtualKeyCode::Numpad8 => try_move_player(0, -1, &mut gs.ecs), VirtualKeyCode::K => try_move_player(0, -1, &mut gs.ecs), VirtualKeyCode::Down => try_move_player(0, 1, &mut gs.ecs), VirtualKeyCode::Numpad2 => try_move_player(0, 1, &mut gs.ecs), VirtualKeyCode::J => try_move_player(0, 1, &mut gs.ecs), // Diagonals VirtualKeyCode::Numpad9 => try_move_player(1, -1, &mut gs.ecs), VirtualKeyCode::U => try_move_player(1, -1, &mut gs.ecs), VirtualKeyCode::Numpad7 => try_move_player(-1, -1, &mut gs.ecs), VirtualKeyCode::Y => try_move_player(-1, -1, &mut gs.ecs), VirtualKeyCode::Numpad3 => try_move_player(1, 1, &mut gs.ecs), VirtualKeyCode::N => try_move_player(1, 1, &mut gs.ecs), VirtualKeyCode::Numpad1 => try_move_player(-1, 1, &mut gs.ecs), VirtualKeyCode::B => try_move_player(-1, 1, &mut gs.ecs), _ => { return RunState::AwaitingInput } }, } RunState::PlayerTurn }