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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};
- fn clamp<T: PartialOrd>(low: T, high: T, val: T) -> T {
- if val < low {
- low
- } else if val > high {
- high
- } else {
- val
- }
- }
- #[derive(Component)]
- pub enum GameEvent {
- MoveTo {
- destination: usize,
- tgt_x: i32,
- tgt_y: i32,
- },
- Attack { target: Entity },
- }
- pub struct HandleGameEvent;
- impl<'a> System<'a> for HandleGameEvent {
- type SystemData = (
- Entities<'a>,
- WriteStorage<'a, GameEvent>,
- WriteStorage<'a, WantsToMelee>,
- WriteStorage<'a, Position>,
- WriteStorage<'a, Viewshed>,
- WriteExpect<'a, Point>,
- ReadExpect<'a, Map>,
- );
- fn run(&mut self, (entities, mut game_events, mut melee, mut pos, mut viewshed, mut point, map): Self::SystemData) {
- for (e, event) in (&entities, &game_events).join() {
- match event {
- GameEvent::Attack { target } => {
- melee.insert(e, WantsToMelee { target: *target })
- .expect("Unable to add melee intention for player");
- }
- GameEvent::MoveTo { destination, tgt_x, tgt_y } => {
- if !map.blocked[*destination] {
- viewshed.get_mut(e).expect("Unable to find viewshed").dirty = true;
- pos.get_mut(e).expect("Unable to find position").x = *tgt_x;
- pos.get_mut(e).expect("Unable to find position").y = *tgt_y;
- point.x = clamp(0, 79, *tgt_x);
- point.y = clamp(0, 49, *tgt_y);
- }
- }
- }
- }
- game_events.clear();
- }
- }
- pub 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 (e, ev, pos) in (&entities, &event, &position).join() {
- match *ev {
- InputEvent::PlayerMovement { delta_x, delta_y } => {
- // depending on what's in the target cell, we
- // either want to attack or move
- let tgt_x = pos.x + delta_x;
- let tgt_y = pos.y + delta_y;
- let destination = map.xy_idx(tgt_x, tgt_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, tgt_x, tgt_y })
- .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)]
- pub 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,
- },
- }.expect("Unable to insert player movement");
- RunState::PlayerTurn
- }
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