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- extern crate rltk;
- use rltk::{Point, Rltk, VirtualKeyCode};
- extern crate specs;
- use super::{CombatStats, Map, Player, Position, RunState, State, Viewshed, WantsToMelee};
- use specs::prelude::*;
- use std::cmp::{max, min};
- pub fn try_move_player(delta_x: i32, delta_y: i32, ecs: &mut World) {
- let mut positions = ecs.write_storage::<Position>();
- let players = ecs.read_storage::<Player>();
- let mut viewsheds = ecs.write_storage::<Viewshed>();
- let entities = ecs.entities();
- let combat_stats = ecs.read_storage::<CombatStats>();
- let map = ecs.fetch::<Map>();
- let mut wants_to_melee = ecs.write_storage::<WantsToMelee>();
- for (entity, _player, pos, viewshed) in
- (&entities, &players, &mut positions, &mut viewsheds).join()
- {
- let destination_idx = map.xy_idx(pos.x + delta_x, pos.y + delta_y);
- for potential_target in map.tile_content[destination_idx].iter() {
- let target = combat_stats.get(*potential_target);
- if let Some(_target) = target {
- wants_to_melee
- .insert(
- entity,
- WantsToMelee {
- target: *potential_target,
- },
- )
- .expect("Add target failed");
- return;
- }
- }
- if !map.blocked[destination_idx] {
- pos.x = min(79, max(0, pos.x + delta_x));
- pos.y = min(49, max(0, pos.y + delta_y));
- viewshed.dirty = true;
- let mut ppos = ecs.write_resource::<Point>();
- ppos.x = pos.x;
- ppos.y = pos.y;
- }
- }
- }
- #[derive(Component)]
- enum GameEvent {
- MoveTo { destination: usize },
- Attack { target: Entity },
- }
- 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, GameEvent>,
- );
- fn run(&mut self, (mut event, map, entities, position, stats, mut game_events): Self::SystemData) {
- for ev in (&event).join() {
- match *ev {
- InputEvent::PlayerMovement { delta_x, delta_y } => {
- for (e, pos) in (&entities, &position).join() {
- // depending on what's in the target cell, we
- // either want to attack or move
- let destination = map.xy_idx(pos.x + delta_x, pos.y + delta_y);
- if let Some(target) = map.get_attackable(destination, &stats) {
- game_events.insert(e, GameEvent::Attack { target })
- .expect("Unable to add GameEvent");
- } else {
- game_events.insert(e, GameEvent::MoveTo { destination })
- .expect("Unable to add GameEvent");
- }
- }
- }
- }
- }
- event.clear();
- }
- }
- /// This type represents all the "low-level" actions we have available
- /// to us, corresponding directly to the set of actions we have bound
- /// on the keys
- #[derive(Component)]
- enum InputEvent {
- // attempt to move the player some amount in the given direction
- // (delta_x and delta_y should be -1, 0, or 1)
- PlayerMovement {
- delta_x: i32,
- delta_y: i32,
- },
- }
- 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,
- },
- };
- RunState::PlayerTurn
- }
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