player.rs 6.3 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 std::cmp::{max, min};
  6. use super::{Position, Player, Viewshed, State, Map, RunState, CombatStats, WantsToMelee, Item,
  7. gamelog::GameLog, WantsToPickupItem, TileType, Monster, HungerClock, HungerState, EntityMoved};
  8. pub fn try_move_player(delta_x: i32, delta_y: i32, ecs: &mut World) {
  9. let mut positions = ecs.write_storage::<Position>();
  10. let players = ecs.read_storage::<Player>();
  11. let mut viewsheds = ecs.write_storage::<Viewshed>();
  12. let entities = ecs.entities();
  13. let combat_stats = ecs.read_storage::<CombatStats>();
  14. let map = ecs.fetch::<Map>();
  15. let mut wants_to_melee = ecs.write_storage::<WantsToMelee>();
  16. let mut entity_moved = ecs.write_storage::<EntityMoved>();
  17. for (entity, _player, pos, viewshed) in (&entities, &players, &mut positions, &mut viewsheds).join() {
  18. let destination_idx = map.xy_idx(pos.x + delta_x, pos.y + delta_y);
  19. for potential_target in map.tile_content[destination_idx].iter() {
  20. let target = combat_stats.get(*potential_target);
  21. if let Some(_target) = target {
  22. wants_to_melee.insert(entity, WantsToMelee{ target: *potential_target }).expect("Add target failed");
  23. return;
  24. }
  25. }
  26. if !map.blocked[destination_idx] {
  27. pos.x = min(79 , max(0, pos.x + delta_x));
  28. pos.y = min(49, max(0, pos.y + delta_y));
  29. entity_moved.insert(entity, EntityMoved{}).expect("Unable to insert marker");
  30. viewshed.dirty = true;
  31. let mut ppos = ecs.write_resource::<Point>();
  32. ppos.x = pos.x;
  33. ppos.y = pos.y;
  34. }
  35. }
  36. }
  37. pub fn try_next_level(ecs: &mut World) -> bool {
  38. let player_pos = ecs.fetch::<Point>();
  39. let map = ecs.fetch::<Map>();
  40. let player_idx = map.xy_idx(player_pos.x, player_pos.y);
  41. if map.tiles[player_idx] == TileType::DownStairs {
  42. true
  43. } else {
  44. let mut gamelog = ecs.fetch_mut::<GameLog>();
  45. gamelog.entries.insert(0, "There is no way down from here.".to_string());
  46. false
  47. }
  48. }
  49. fn get_item(ecs: &mut World) {
  50. let player_pos = ecs.fetch::<Point>();
  51. let player_entity = ecs.fetch::<Entity>();
  52. let entities = ecs.entities();
  53. let items = ecs.read_storage::<Item>();
  54. let positions = ecs.read_storage::<Position>();
  55. let mut gamelog = ecs.fetch_mut::<GameLog>();
  56. let mut target_item : Option<Entity> = None;
  57. for (item_entity, _item, position) in (&entities, &items, &positions).join() {
  58. if position.x == player_pos.x && position.y == player_pos.y {
  59. target_item = Some(item_entity);
  60. }
  61. }
  62. match target_item {
  63. None => gamelog.entries.insert(0, "There is nothing here to pick up.".to_string()),
  64. Some(item) => {
  65. let mut pickup = ecs.write_storage::<WantsToPickupItem>();
  66. pickup.insert(*player_entity, WantsToPickupItem{ collected_by: *player_entity, item }).expect("Unable to insert want to pickup");
  67. }
  68. }
  69. }
  70. fn skip_turn(ecs: &mut World) -> RunState {
  71. let player_entity = ecs.fetch::<Entity>();
  72. let viewshed_components = ecs.read_storage::<Viewshed>();
  73. let monsters = ecs.read_storage::<Monster>();
  74. let worldmap_resource = ecs.fetch::<Map>();
  75. let mut can_heal = true;
  76. let viewshed = viewshed_components.get(*player_entity).unwrap();
  77. for tile in viewshed.visible_tiles.iter() {
  78. let idx = worldmap_resource.xy_idx(tile.x, tile.y);
  79. for entity_id in worldmap_resource.tile_content[idx].iter() {
  80. let mob = monsters.get(*entity_id);
  81. match mob {
  82. None => {}
  83. Some(_) => { can_heal = false; }
  84. }
  85. }
  86. }
  87. let hunger_clocks = ecs.read_storage::<HungerClock>();
  88. let hc = hunger_clocks.get(*player_entity);
  89. if let Some(hc) = hc {
  90. match hc.state {
  91. HungerState::Hungry => can_heal = false,
  92. HungerState::Starving => can_heal = false,
  93. _ => {}
  94. }
  95. }
  96. if can_heal {
  97. let mut health_components = ecs.write_storage::<CombatStats>();
  98. let player_hp = health_components.get_mut(*player_entity).unwrap();
  99. player_hp.hp = i32::min(player_hp.hp + 1, player_hp.max_hp);
  100. }
  101. RunState::PlayerTurn
  102. }
  103. pub fn player_input(gs: &mut State, ctx: &mut Rltk) -> RunState {
  104. // Player movement
  105. match ctx.key {
  106. None => { return RunState::AwaitingInput } // Nothing happened
  107. Some(key) => match key {
  108. VirtualKeyCode::Left |
  109. VirtualKeyCode::Numpad4 |
  110. VirtualKeyCode::H => try_move_player(-1, 0, &mut gs.ecs),
  111. VirtualKeyCode::Right |
  112. VirtualKeyCode::Numpad6 |
  113. VirtualKeyCode::L => try_move_player(1, 0, &mut gs.ecs),
  114. VirtualKeyCode::Up |
  115. VirtualKeyCode::Numpad8 |
  116. VirtualKeyCode::K => try_move_player(0, -1, &mut gs.ecs),
  117. VirtualKeyCode::Down |
  118. VirtualKeyCode::Numpad2 |
  119. VirtualKeyCode::J => try_move_player(0, 1, &mut gs.ecs),
  120. // Diagonals
  121. VirtualKeyCode::Numpad9 |
  122. VirtualKeyCode::U => try_move_player(1, -1, &mut gs.ecs),
  123. VirtualKeyCode::Numpad7 |
  124. VirtualKeyCode::Y => try_move_player(-1, -1, &mut gs.ecs),
  125. VirtualKeyCode::Numpad3 |
  126. VirtualKeyCode::N => try_move_player(1, 1, &mut gs.ecs),
  127. VirtualKeyCode::Numpad1 |
  128. VirtualKeyCode::B => try_move_player(-1, 1, &mut gs.ecs),
  129. // Skip Turn
  130. VirtualKeyCode::Numpad5 |
  131. VirtualKeyCode::Space => return skip_turn(&mut gs.ecs),
  132. // Level changes
  133. VirtualKeyCode::Period => {
  134. if try_next_level(&mut gs.ecs) {
  135. return RunState::NextLevel;
  136. }
  137. }
  138. // Picking up items
  139. VirtualKeyCode::G => get_item(&mut gs.ecs),
  140. VirtualKeyCode::I => return RunState::ShowInventory,
  141. VirtualKeyCode::D => return RunState::ShowDropItem,
  142. VirtualKeyCode::R => return RunState::ShowRemoveItem,
  143. // Save and Quit
  144. VirtualKeyCode::Escape => return RunState::SaveGame,
  145. _ => { return RunState::AwaitingInput }
  146. },
  147. }
  148. RunState::PlayerTurn
  149. }