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- use crate::{Map, Player, Position, Viewshed};
- use rltk::{field_of_view, Point};
- use specs::prelude::*;
- pub struct VisibilitySystem;
- impl<'a> System<'a> for VisibilitySystem {
- type SystemData = (
- WriteExpect<'a, Map>,
- Entities<'a>,
- WriteStorage<'a, Viewshed>,
- ReadStorage<'a, Position>,
- ReadStorage<'a, Player>,
- );
- fn run(&mut self, data: Self::SystemData) {
- let (mut map, entities, mut viewshed, pos, player) = data;
- for (ent, viewshed, pos) in (&entities, &mut viewshed, &pos).join() {
- if viewshed.dirty {
- viewshed.dirty = false;
- viewshed.visible_tiles =
- field_of_view(Point::new(pos.x, pos.y), viewshed.range, &*map);
- // If this is the player, reveal what they can see
- let _p: Option<&Player> = player.get(ent);
- if let Some(_p) = _p {
- for t in map.visible_tiles.iter_mut() {
- *t = false
- }
- for vis in viewshed.visible_tiles.iter() {
- let idx = map.xy_idx(vis.x, vis.y);
- map.revealed_tiles[idx] = true;
- map.visible_tiles[idx] = true;
- }
- }
- }
- }
- }
- }
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