monster_ai_system.rs 2.2 KB

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  1. use crate::{Map, Monster, Position, RunState, Viewshed, WantsToMelee};
  2. use specs::prelude::*;
  3. use rltk::Point;
  4. pub struct MonsterAI;
  5. impl<'a> System<'a> for MonsterAI {
  6. #[allow(clippy::type_complexity)]
  7. type SystemData = (
  8. WriteExpect<'a, Map>,
  9. ReadExpect<'a, Point>,
  10. ReadExpect<'a, Entity>,
  11. ReadExpect<'a, RunState>,
  12. Entities<'a>,
  13. WriteStorage<'a, Viewshed>,
  14. ReadStorage<'a, Monster>,
  15. WriteStorage<'a, Position>,
  16. WriteStorage<'a, WantsToMelee>,
  17. );
  18. fn run(&mut self, data: Self::SystemData) {
  19. let (
  20. mut map,
  21. player_pos,
  22. player_entity,
  23. runstate,
  24. entities,
  25. mut viewshed,
  26. monster,
  27. mut position,
  28. mut wants_to_melee,
  29. ) = data;
  30. if *runstate != RunState::MonsterTurn {
  31. return;
  32. }
  33. for (entity, mut viewshed, _monster, mut pos) in
  34. (&entities, &mut viewshed, &monster, &mut position).join()
  35. {
  36. let distance =
  37. rltk::DistanceAlg::Pythagoras.distance2d(Point::new(pos.x, pos.y), *player_pos);
  38. if distance < 1.5 {
  39. wants_to_melee
  40. .insert(
  41. entity,
  42. WantsToMelee {
  43. target: *player_entity,
  44. },
  45. )
  46. .expect("Unable to insert attack");
  47. } else if viewshed.visible_tiles.contains(&*player_pos) {
  48. // Path to the player
  49. let path = rltk::a_star_search(
  50. map.xy_idx(pos.x, pos.y) as i32,
  51. map.xy_idx(player_pos.x, player_pos.y) as i32,
  52. &mut *map,
  53. );
  54. if path.success && path.steps.len() > 1 {
  55. let mut idx = map.xy_idx(pos.x, pos.y);
  56. map.blocked[idx] = false;
  57. pos.x = path.steps[1] % map.width;
  58. pos.y = path.steps[1] / map.width;
  59. idx = map.xy_idx(pos.x, pos.y);
  60. map.blocked[idx] = true;
  61. viewshed.dirty = true;
  62. }
  63. }
  64. }
  65. }
  66. }