player.rs 3.3 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 super::{Position, Player, Viewshed, State, Map, RunState, CombatStats, WantsToMelee};
  6. pub fn try_move_player(delta_x: i32, delta_y: i32, ecs: &mut World) {
  7. let mut positions = ecs.write_storage::<Position>();
  8. let players = ecs.read_storage::<Player>();
  9. let mut viewsheds = ecs.write_storage::<Viewshed>();
  10. let entities = ecs.entities();
  11. let combat_stats = ecs.read_storage::<CombatStats>();
  12. let map = ecs.fetch::<Map>();
  13. let mut wants_to_melee = ecs.write_storage::<WantsToMelee>();
  14. for (entity, _player, pos, viewshed) in (&entities, &players, &mut positions, &mut viewsheds).join() {
  15. let destination_idx = map.xy_idx(pos.x + delta_x, pos.y + delta_y);
  16. for potential_target in map.tile_content[destination_idx].iter() {
  17. let target = combat_stats.get(*potential_target);
  18. if let Some(_target) = target {
  19. wants_to_melee.insert(entity, WantsToMelee{ target: *potential_target }).expect("Add target failed");
  20. return;
  21. }
  22. }
  23. if !map.blocked[destination_idx] {
  24. pos.x += delta_x;
  25. pos.y += delta_y;
  26. if pos.x < 0 { pos.x = 0; }
  27. if pos.x > 79 { pos.x = 79; }
  28. if pos.y < 0 { pos.y = 0; }
  29. if pos.y > 49 { pos.y = 49; }
  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 player_input(gs: &mut State, ctx: &mut Rltk) -> RunState {
  38. // Player movement
  39. match ctx.key {
  40. None => { return RunState::AwaitingInput } // Nothing happened
  41. Some(key) => match key {
  42. VirtualKeyCode::Left => try_move_player(-1, 0, &mut gs.ecs),
  43. VirtualKeyCode::Numpad4 => try_move_player(-1, 0, &mut gs.ecs),
  44. VirtualKeyCode::H => try_move_player(-1, 0, &mut gs.ecs),
  45. VirtualKeyCode::Right => try_move_player(1, 0, &mut gs.ecs),
  46. VirtualKeyCode::Numpad6 => try_move_player(1, 0, &mut gs.ecs),
  47. VirtualKeyCode::L => try_move_player(1, 0, &mut gs.ecs),
  48. VirtualKeyCode::Up => try_move_player(0, -1, &mut gs.ecs),
  49. VirtualKeyCode::Numpad8 => try_move_player(0, -1, &mut gs.ecs),
  50. VirtualKeyCode::K => try_move_player(0, -1, &mut gs.ecs),
  51. VirtualKeyCode::Down => try_move_player(0, 1, &mut gs.ecs),
  52. VirtualKeyCode::Numpad2 => try_move_player(0, 1, &mut gs.ecs),
  53. VirtualKeyCode::J => try_move_player(0, 1, &mut gs.ecs),
  54. // Diagonals
  55. VirtualKeyCode::Numpad9 => try_move_player(1, -1, &mut gs.ecs),
  56. VirtualKeyCode::U => try_move_player(1, -1, &mut gs.ecs),
  57. VirtualKeyCode::Numpad7 => try_move_player(-1, -1, &mut gs.ecs),
  58. VirtualKeyCode::Y => try_move_player(-1, -1, &mut gs.ecs),
  59. VirtualKeyCode::Numpad3 => try_move_player(1, 1, &mut gs.ecs),
  60. VirtualKeyCode::N => try_move_player(1, 1, &mut gs.ecs),
  61. VirtualKeyCode::Numpad1 => try_move_player(-1, 1, &mut gs.ecs),
  62. VirtualKeyCode::B => try_move_player(-1, 1, &mut gs.ecs),
  63. _ => { return RunState::AwaitingInput }
  64. },
  65. }
  66. RunState::PlayerTurn
  67. }