use crate::{Map, Player, Position, Viewshed}; use rltk::{field_of_view, Point}; use specs::prelude::*; pub struct VisibilitySystem; impl<'a> System<'a> for VisibilitySystem { type SystemData = ( WriteExpect<'a, Map>, Entities<'a>, WriteStorage<'a, Viewshed>, ReadStorage<'a, Position>, ReadStorage<'a, Player>, ); fn run(&mut self, data: Self::SystemData) { let (mut map, entities, mut viewshed, pos, player) = data; for (ent, viewshed, pos) in (&entities, &mut viewshed, &pos).join() { if viewshed.dirty { viewshed.dirty = false; viewshed.visible_tiles = field_of_view(Point::new(pos.x, pos.y), viewshed.range, &*map); // If this is the player, reveal what they can see let _p: Option<&Player> = player.get(ent); if let Some(_p) = _p { for t in map.visible_tiles.iter_mut() { *t = false } for vis in viewshed.visible_tiles.iter() { let idx = map.xy_idx(vis.x, vis.y); map.revealed_tiles[idx] = true; map.visible_tiles[idx] = true; } } } } } }