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- extern crate rltk;
- use rltk::{VirtualKeyCode, Rltk, Point};
- extern crate specs;
- use specs::prelude::*;
- use std::cmp::{max, min};
- use super::{Position, Player, Viewshed, State, Map, RunState, CombatStats, WantsToMelee};
- 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;
- }
- }
- }
- pub fn player_input(gs: &mut State, ctx: &mut Rltk) -> RunState {
- // Player movement
- match ctx.key {
- None => { return RunState::AwaitingInput } // Nothing happened
- Some(key) => match key {
- VirtualKeyCode::Left |
- VirtualKeyCode::Numpad4 |
- VirtualKeyCode::H => try_move_player(-1, 0, &mut gs.ecs),
- VirtualKeyCode::Right |
- VirtualKeyCode::Numpad6 |
- VirtualKeyCode::L => try_move_player(1, 0, &mut gs.ecs),
- VirtualKeyCode::Up |
- VirtualKeyCode::Numpad8 |
- VirtualKeyCode::K => try_move_player(0, -1, &mut gs.ecs),
- VirtualKeyCode::Down |
- VirtualKeyCode::Numpad2 |
- VirtualKeyCode::J => try_move_player(0, 1, &mut gs.ecs),
- // Diagonals
- VirtualKeyCode::Numpad9 |
- VirtualKeyCode::U => try_move_player(1, -1, &mut gs.ecs),
- VirtualKeyCode::Numpad7 |
- VirtualKeyCode::Y => try_move_player(-1, -1, &mut gs.ecs),
- VirtualKeyCode::Numpad3 |
- VirtualKeyCode::N => try_move_player(1, 1, &mut gs.ecs),
- VirtualKeyCode::Numpad1 |
- VirtualKeyCode::B => try_move_player(-1, 1, &mut gs.ecs),
- _ => { return RunState::AwaitingInput }
- },
- }
- RunState::PlayerTurn
- }
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