player.rs 4.5 KB

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  1. use crate::{CombatStats, InputEvent, Map, MoveEvent, Position, RunState, State, WantsToMelee};
  2. use rltk::{Rltk, VirtualKeyCode};
  3. use specs::prelude::*;
  4. /// Handles converting low-level `InputEvent` components (which may
  5. /// represent one of several actions, or even a completely invalid
  6. /// action such as walking into a wall) and dispatches them to the
  7. /// relevant high-level intention (e.g. moving in a direction or
  8. /// attacking a target)
  9. pub struct HandleInputEvent;
  10. impl<'a> System<'a> for HandleInputEvent {
  11. type SystemData = (
  12. WriteStorage<'a, InputEvent>,
  13. ReadExpect<'a, Map>,
  14. Entities<'a>,
  15. ReadStorage<'a, Position>,
  16. ReadStorage<'a, CombatStats>,
  17. WriteStorage<'a, WantsToMelee>,
  18. WriteStorage<'a, MoveEvent>,
  19. );
  20. fn run(
  21. &mut self,
  22. (mut event, map, entities, position, stats, mut attack, mut mov): Self::SystemData,
  23. ) {
  24. for (e, ev, pos) in (&entities, &event, &position).join() {
  25. match *ev {
  26. InputEvent::PlayerMovement { delta_x, delta_y } => {
  27. // depending on what's in the target cell, we
  28. // either want to attack or move
  29. let tgt_x = pos.x + delta_x;
  30. let tgt_y = pos.y + delta_y;
  31. let destination = map.xy_idx(tgt_x, tgt_y);
  32. if let Some(target) = map.get_attackable(destination, &stats) {
  33. attack
  34. .insert(e, WantsToMelee { target })
  35. .expect("Unable to add WantsToAttack");
  36. } else {
  37. mov.insert(
  38. e,
  39. MoveEvent {
  40. destination,
  41. tgt_x,
  42. tgt_y,
  43. },
  44. )
  45. .expect("Unable to add MoveEvent");
  46. }
  47. }
  48. }
  49. }
  50. event.clear();
  51. }
  52. }
  53. /// Translates keyboard input into the appropriate `InputEvent` value
  54. pub fn player_input(gs: &mut State, ctx: &mut Rltk) -> RunState {
  55. let player = *gs.ecs.fetch::<Entity>();
  56. let mut input = gs.ecs.write_storage::<InputEvent>();
  57. // Player movement
  58. match ctx.key {
  59. None => return RunState::AwaitingInput, // Nothing happened
  60. Some(key) => match key {
  61. VirtualKeyCode::Left | VirtualKeyCode::Numpad4 | VirtualKeyCode::H => input.insert(
  62. player,
  63. InputEvent::PlayerMovement {
  64. delta_x: -1,
  65. delta_y: 0,
  66. },
  67. ),
  68. VirtualKeyCode::Right | VirtualKeyCode::Numpad6 | VirtualKeyCode::L => input.insert(
  69. player,
  70. InputEvent::PlayerMovement {
  71. delta_x: 1,
  72. delta_y: 0,
  73. },
  74. ),
  75. VirtualKeyCode::Up | VirtualKeyCode::Numpad8 | VirtualKeyCode::K => input.insert(
  76. player,
  77. InputEvent::PlayerMovement {
  78. delta_x: 0,
  79. delta_y: -1,
  80. },
  81. ),
  82. VirtualKeyCode::Down | VirtualKeyCode::Numpad2 | VirtualKeyCode::J => input.insert(
  83. player,
  84. InputEvent::PlayerMovement {
  85. delta_x: 0,
  86. delta_y: 1,
  87. },
  88. ),
  89. // Diagonals
  90. VirtualKeyCode::Numpad9 | VirtualKeyCode::U => input.insert(
  91. player,
  92. InputEvent::PlayerMovement {
  93. delta_x: 1,
  94. delta_y: -1,
  95. },
  96. ),
  97. VirtualKeyCode::Numpad7 | VirtualKeyCode::Y => input.insert(
  98. player,
  99. InputEvent::PlayerMovement {
  100. delta_x: -1,
  101. delta_y: -1,
  102. },
  103. ),
  104. VirtualKeyCode::Numpad3 | VirtualKeyCode::N => input.insert(
  105. player,
  106. InputEvent::PlayerMovement {
  107. delta_x: 1,
  108. delta_y: 1,
  109. },
  110. ),
  111. VirtualKeyCode::Numpad1 | VirtualKeyCode::B => input.insert(
  112. player,
  113. InputEvent::PlayerMovement {
  114. delta_x: -1,
  115. delta_y: 1,
  116. },
  117. ),
  118. _ => return RunState::AwaitingInput,
  119. },
  120. }
  121. .expect("Unable to insert player movement");
  122. RunState::PlayerTurn
  123. }