visibility_system.rs 1.3 KB

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  1. use crate::{Map, Player, Position, Viewshed};
  2. use rltk::{field_of_view, Point};
  3. use specs::prelude::*;
  4. pub struct VisibilitySystem;
  5. impl<'a> System<'a> for VisibilitySystem {
  6. type SystemData = (
  7. WriteExpect<'a, Map>,
  8. Entities<'a>,
  9. WriteStorage<'a, Viewshed>,
  10. ReadStorage<'a, Position>,
  11. ReadStorage<'a, Player>,
  12. );
  13. fn run(&mut self, data: Self::SystemData) {
  14. let (mut map, entities, mut viewshed, pos, player) = data;
  15. for (ent, viewshed, pos) in (&entities, &mut viewshed, &pos).join() {
  16. if viewshed.dirty {
  17. viewshed.dirty = false;
  18. viewshed.visible_tiles =
  19. field_of_view(Point::new(pos.x, pos.y), viewshed.range, &*map);
  20. // If this is the player, reveal what they can see
  21. let _p: Option<&Player> = player.get(ent);
  22. if let Some(_p) = _p {
  23. for t in map.visible_tiles.iter_mut() {
  24. *t = false
  25. }
  26. for vis in viewshed.visible_tiles.iter() {
  27. let idx = map.xy_idx(vis.x, vis.y);
  28. map.revealed_tiles[idx] = true;
  29. map.visible_tiles[idx] = true;
  30. }
  31. }
  32. }
  33. }
  34. }
  35. }