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- use crate::{CombatStats, InputEvent, Map, MoveEvent, Position, RunState, State, WantsToMelee};
- use rltk::{Rltk, VirtualKeyCode};
- use specs::prelude::*;
- /// Handles converting low-level `InputEvent` components (which may
- /// represent one of several actions, or even a completely invalid
- /// action such as walking into a wall) and dispatches them to the
- /// relevant high-level intention (e.g. moving in a direction or
- /// attacking a target)
- 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, WantsToMelee>,
- WriteStorage<'a, MoveEvent>,
- );
- fn run(
- &mut self,
- (mut event, map, entities, position, stats, mut attack, mut mov): 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) {
- attack
- .insert(e, WantsToMelee { target })
- .expect("Unable to add WantsToAttack");
- } else {
- mov.insert(
- e,
- MoveEvent {
- destination,
- tgt_x,
- tgt_y,
- },
- )
- .expect("Unable to add MoveEvent");
- }
- }
- }
- }
- event.clear();
- }
- }
- /// Translates keyboard input into the appropriate `InputEvent` value
- pub fn player_input(gs: &mut State, ctx: &mut Rltk) -> RunState {
- let player = *gs.ecs.fetch::<Entity>();
- let mut input = gs.ecs.write_storage::<InputEvent>();
- // 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
- }
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