player.rs 6.9 KB

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  1. extern crate rltk;
  2. use rltk::{VirtualKeyCode, Rltk, Point};
  3. extern crate specs;
  4. use specs::prelude::*;
  5. use super::{Position, Player, Viewshed, State, Map, RunState, CombatStats, WantsToMelee, Item,
  6. gamelog::GameLog, WantsToPickupItem, TileType, Monster, HungerClock, HungerState, EntityMoved};
  7. pub fn try_move_player(delta_x: i32, delta_y: i32, ecs: &mut World) {
  8. let mut positions = ecs.write_storage::<Position>();
  9. let players = ecs.read_storage::<Player>();
  10. let mut viewsheds = ecs.write_storage::<Viewshed>();
  11. let entities = ecs.entities();
  12. let combat_stats = ecs.read_storage::<CombatStats>();
  13. let map = ecs.fetch::<Map>();
  14. let mut wants_to_melee = ecs.write_storage::<WantsToMelee>();
  15. let mut entity_moved = ecs.write_storage::<EntityMoved>();
  16. for (entity, _player, pos, viewshed) in (&entities, &players, &mut positions, &mut viewsheds).join() {
  17. let destination_idx = map.xy_idx(pos.x + delta_x, pos.y + delta_y);
  18. for potential_target in map.tile_content[destination_idx].iter() {
  19. let target = combat_stats.get(*potential_target);
  20. if let Some(_target) = target {
  21. wants_to_melee.insert(entity, WantsToMelee{ target: *potential_target }).expect("Add target failed");
  22. return;
  23. }
  24. }
  25. if !map.blocked[destination_idx] {
  26. pos.x += delta_x;
  27. pos.y += delta_y;
  28. entity_moved.insert(entity, EntityMoved{}).expect("Unable to insert marker");
  29. if pos.x < 0 { pos.x = 0; }
  30. if pos.x > 79 { pos.y = 79; }
  31. if pos.y < 0 { pos.y = 0; }
  32. if pos.y > 49 { pos.y = 49; }
  33. viewshed.dirty = true;
  34. let mut ppos = ecs.write_resource::<Point>();
  35. ppos.x = pos.x;
  36. ppos.y = pos.y;
  37. }
  38. }
  39. }
  40. pub fn try_next_level(ecs: &mut World) -> bool {
  41. let player_pos = ecs.fetch::<Point>();
  42. let map = ecs.fetch::<Map>();
  43. let player_idx = map.xy_idx(player_pos.x, player_pos.y);
  44. if map.tiles[player_idx] == TileType::DownStairs {
  45. true
  46. } else {
  47. let mut gamelog = ecs.fetch_mut::<GameLog>();
  48. gamelog.entries.insert(0, "There is no way down from here.".to_string());
  49. false
  50. }
  51. }
  52. fn get_item(ecs: &mut World) {
  53. let player_pos = ecs.fetch::<Point>();
  54. let player_entity = ecs.fetch::<Entity>();
  55. let entities = ecs.entities();
  56. let items = ecs.read_storage::<Item>();
  57. let positions = ecs.read_storage::<Position>();
  58. let mut gamelog = ecs.fetch_mut::<GameLog>();
  59. let mut target_item : Option<Entity> = None;
  60. for (item_entity, _item, position) in (&entities, &items, &positions).join() {
  61. if position.x == player_pos.x && position.y == player_pos.y {
  62. target_item = Some(item_entity);
  63. }
  64. }
  65. match target_item {
  66. None => gamelog.entries.insert(0, "There is nothing here to pick up.".to_string()),
  67. Some(item) => {
  68. let mut pickup = ecs.write_storage::<WantsToPickupItem>();
  69. pickup.insert(*player_entity, WantsToPickupItem{ collected_by: *player_entity, item }).expect("Unable to insert want to pickup");
  70. }
  71. }
  72. }
  73. fn skip_turn(ecs: &mut World) -> RunState {
  74. let player_entity = ecs.fetch::<Entity>();
  75. let viewshed_components = ecs.read_storage::<Viewshed>();
  76. let monsters = ecs.read_storage::<Monster>();
  77. let worldmap_resource = ecs.fetch::<Map>();
  78. let mut can_heal = true;
  79. let viewshed = viewshed_components.get(*player_entity).unwrap();
  80. for tile in viewshed.visible_tiles.iter() {
  81. let idx = worldmap_resource.xy_idx(tile.x, tile.y);
  82. for entity_id in worldmap_resource.tile_content[idx].iter() {
  83. let mob = monsters.get(*entity_id);
  84. match mob {
  85. None => {}
  86. Some(_) => { can_heal = false; }
  87. }
  88. }
  89. }
  90. let hunger_clocks = ecs.read_storage::<HungerClock>();
  91. let hc = hunger_clocks.get(*player_entity);
  92. if let Some(hc) = hc {
  93. match hc.state {
  94. HungerState::Hungry => can_heal = false,
  95. HungerState::Starving => can_heal = false,
  96. _ => {}
  97. }
  98. }
  99. if can_heal {
  100. let mut health_components = ecs.write_storage::<CombatStats>();
  101. let player_hp = health_components.get_mut(*player_entity).unwrap();
  102. player_hp.hp = i32::min(player_hp.hp + 1, player_hp.max_hp);
  103. }
  104. RunState::PlayerTurn
  105. }
  106. pub fn player_input(gs: &mut State, ctx: &mut Rltk) -> RunState {
  107. // Player movement
  108. match ctx.key {
  109. None => { return RunState::AwaitingInput } // Nothing happened
  110. Some(key) => match key {
  111. VirtualKeyCode::Left => try_move_player(-1, 0, &mut gs.ecs),
  112. VirtualKeyCode::Numpad4 => try_move_player(-1, 0, &mut gs.ecs),
  113. VirtualKeyCode::H => try_move_player(-1, 0, &mut gs.ecs),
  114. VirtualKeyCode::Right => try_move_player(1, 0, &mut gs.ecs),
  115. VirtualKeyCode::Numpad6 => try_move_player(1, 0, &mut gs.ecs),
  116. VirtualKeyCode::L => try_move_player(1, 0, &mut gs.ecs),
  117. VirtualKeyCode::Up => try_move_player(0, -1, &mut gs.ecs),
  118. VirtualKeyCode::Numpad8 => try_move_player(0, -1, &mut gs.ecs),
  119. VirtualKeyCode::K => try_move_player(0, -1, &mut gs.ecs),
  120. VirtualKeyCode::Down => try_move_player(0, 1, &mut gs.ecs),
  121. VirtualKeyCode::Numpad2 => try_move_player(0, 1, &mut gs.ecs),
  122. VirtualKeyCode::J => try_move_player(0, 1, &mut gs.ecs),
  123. // Diagonals
  124. VirtualKeyCode::Numpad9 => try_move_player(1, -1, &mut gs.ecs),
  125. VirtualKeyCode::U => try_move_player(1, -1, &mut gs.ecs),
  126. VirtualKeyCode::Numpad7 => try_move_player(-1, -1, &mut gs.ecs),
  127. VirtualKeyCode::Y => try_move_player(-1, -1, &mut gs.ecs),
  128. VirtualKeyCode::Numpad3 => try_move_player(1, 1, &mut gs.ecs),
  129. VirtualKeyCode::N => try_move_player(1, 1, &mut gs.ecs),
  130. VirtualKeyCode::Numpad1 => try_move_player(-1, 1, &mut gs.ecs),
  131. VirtualKeyCode::B => try_move_player(-1, 1, &mut gs.ecs),
  132. // Skip Turn
  133. VirtualKeyCode::Numpad5 => return skip_turn(&mut gs.ecs),
  134. VirtualKeyCode::Space => return skip_turn(&mut gs.ecs),
  135. // Level changes
  136. VirtualKeyCode::Period => {
  137. if try_next_level(&mut gs.ecs) {
  138. return RunState::NextLevel;
  139. }
  140. }
  141. // Picking up items
  142. VirtualKeyCode::G => get_item(&mut gs.ecs),
  143. VirtualKeyCode::I => return RunState::ShowInventory,
  144. VirtualKeyCode::D => return RunState::ShowDropItem,
  145. VirtualKeyCode::R => return RunState::ShowRemoveItem,
  146. // Save and Quit
  147. VirtualKeyCode::Escape => return RunState::SaveGame,
  148. _ => { return RunState::AwaitingInput }
  149. },
  150. }
  151. RunState::PlayerTurn
  152. }