Add chapter 2.6

This commit is contained in:
Kasper Juul Hermansen 2022-01-25 22:18:17 +01:00
parent 95be479636
commit 174ad7ea56
Signed by: kjuulh
GPG Key ID: 0F95C140730F2F23
10 changed files with 706 additions and 75 deletions

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@ -17,3 +17,52 @@ pub struct Renderable {
#[derive(Component, Debug)]
pub struct Player {}
#[derive(Component)]
pub struct Viewshed {
pub visible_tiles: Vec<rltk::Point>,
pub range: i32,
pub dirty: bool,
}
#[derive(Component)]
pub struct Monster {}
#[derive(Component, Debug)]
pub struct Name {
pub name: String,
}
#[derive(Component, Debug)]
pub struct BlocksTile {}
#[derive(Component, Debug)]
pub struct CombatStats {
pub max_hp: i32,
pub hp: i32,
pub defense: i32,
pub power: i32,
}
#[derive(Component, Debug, Clone)]
pub struct WantsToMelee {
pub target: Entity,
}
#[derive(Component, Debug)]
pub struct SufferDamage {
pub amount: Vec<i32>,
}
impl SufferDamage {
pub fn new_damage(store: &mut WriteStorage<SufferDamage>, victim: Entity, amount: i32) {
if let Some(suffering) = store.get_mut(victim) {
suffering.amount.push(amount);
} else {
let dmg = SufferDamage {
amount: vec![amount],
};
store.insert(victim, dmg).expect("Unable to insert damage");
}
}
}

45
src/damage_system.rs Normal file
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@ -0,0 +1,45 @@
use rltk::console;
use specs::prelude::*;
use crate::components::{CombatStats, Player, SufferDamage};
pub struct DamageSystem {}
impl<'a> System<'a> for DamageSystem {
type SystemData = (
WriteStorage<'a, CombatStats>,
WriteStorage<'a, SufferDamage>,
);
fn run(&mut self, data: Self::SystemData) {
let (mut stats, mut damage) = data;
for (mut stats, damage) in (&mut stats, &damage).join() {
stats.hp -= damage.amount.iter().sum::<i32>();
}
damage.clear();
}
}
pub fn delete_the_dead(ecs: &mut World) {
let mut dead: Vec<Entity> = Vec::new();
{
let combat_stats = ecs.read_storage::<CombatStats>();
let players = ecs.read_storage::<Player>();
let entities = ecs.entities();
for (entity, stats) in (&entities, &combat_stats).join() {
if stats.hp < 1 {
let player = players.get(entity);
match player {
None => dead.push(entity),
Some(_) => console::log("You are dead"),
}
}
}
}
for victim in dead {
ecs.delete_entity(victim).expect("Unable to delete");
}
}

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@ -1,20 +1,54 @@
use components::*;
use damage_system::DamageSystem;
use map::*;
use map_indexing_system::MapIndexingSystem;
use melee_combat_system::MeleeCombatSystem;
use monster_ai_system::*;
use player::*;
use rltk::{GameState, RGB};
use rltk::{GameState, Point, RGB};
use visibility_system::*;
use specs::prelude::*;
mod components;
mod damage_system;
mod map;
mod map_indexing_system;
mod melee_combat_system;
mod monster_ai_system;
mod player;
mod rect;
mod visibility_system;
#[derive(PartialEq, Copy, Clone)]
pub enum RunState {
AwaitingInput,
PreRun,
PlayerTurn,
MonsterTurn,
}
pub struct State {
ecs: World,
pub ecs: World,
}
impl State {
fn run_systems(&mut self) {
let mut vis = VisibilitySystem {};
vis.run_now(&self.ecs);
let mut mob = MonsterAI {};
mob.run_now(&self.ecs);
let mut mapindex = MapIndexingSystem {};
mapindex.run_now(&self.ecs);
let mut meleesystem = MeleeCombatSystem {};
meleesystem.run_now(&self.ecs);
let mut damagesystem = DamageSystem {};
damagesystem.run_now(&self.ecs);
self.ecs.maintain();
}
}
@ -23,17 +57,45 @@ impl GameState for State {
fn tick(&mut self, ctx: &mut rltk::Rltk) {
ctx.cls();
player_input(self, ctx);
self.run_systems();
let mut newrunstate;
{
let runstate = self.ecs.fetch::<RunState>();
newrunstate = *runstate;
}
let map = self.ecs.fetch::<Vec<TileType>>();
draw_map(&map, ctx);
match newrunstate {
RunState::PreRun => {
self.run_systems();
newrunstate = RunState::AwaitingInput;
}
RunState::AwaitingInput => newrunstate = player_input(self, ctx),
RunState::PlayerTurn => {
self.run_systems();
newrunstate = RunState::MonsterTurn;
}
RunState::MonsterTurn => {
self.run_systems();
newrunstate = RunState::AwaitingInput;
}
}
{
let mut runwriter = self.ecs.write_resource::<RunState>();
*runwriter = newrunstate;
}
damage_system::delete_the_dead(&mut self.ecs);
draw_map(&self.ecs, ctx);
let positions = self.ecs.read_storage::<Position>();
let renderables = self.ecs.read_storage::<Renderable>();
let map = self.ecs.fetch::<Map>();
for (pos, render) in (&positions, &renderables).join() {
ctx.set(pos.x, pos.y, render.fg, render.bg, render.glyph)
let idx = map.xy_idx(pos.x, pos.y);
if map.visible_tiles[idx] {
ctx.set(pos.x, pos.y, render.fg, render.bg, render.glyph)
}
}
}
}
@ -47,21 +109,98 @@ fn main() -> rltk::BError {
.build()?;
let mut gs = State { ecs: World::new() };
gs.ecs.insert(RunState::PreRun);
gs.ecs.register::<Position>();
gs.ecs.register::<Renderable>();
gs.ecs.register::<Player>();
gs.ecs.insert(new_map_rooms_and_corridors());
gs.ecs.register::<Viewshed>();
gs.ecs.register::<Monster>();
gs.ecs.register::<Name>();
gs.ecs.register::<BlocksTile>();
gs.ecs.register::<CombatStats>();
gs.ecs.register::<WantsToMelee>();
gs.ecs.register::<SufferDamage>();
let map = Map::new_map_rooms_and_corridors();
let (player_x, player_y) = map.rooms[0].center();
gs.ecs
gs.ecs.insert(Point::new(player_x, player_y));
let player_entity = gs
.ecs
.create_entity()
.with(Position { x: 40, y: 25 })
.with(Position {
x: player_x,
y: player_y,
})
.with(Renderable {
glyph: rltk::to_cp437('@'),
fg: RGB::named(rltk::YELLOW),
bg: RGB::named(rltk::BLACK),
})
.with(Player {})
.with(Viewshed {
visible_tiles: Vec::new(),
range: 8,
dirty: true,
})
.with(Name {
name: "Player".to_string(),
})
.with(CombatStats {
max_hp: 30,
hp: 30,
defense: 2,
power: 5,
})
.build();
gs.ecs.insert(player_entity);
let mut rng = rltk::RandomNumberGenerator::new();
for (i, room) in map.rooms.iter().skip(1).enumerate() {
let (x, y) = room.center();
let glyph: rltk::FontCharType;
let roll = rng.roll_dice(1, 2);
let name: String;
match roll {
1 => {
glyph = rltk::to_cp437('g');
name = "Goblin".to_string();
}
_ => {
glyph = rltk::to_cp437('o');
name = "Orc".to_string();
}
}
gs.ecs
.create_entity()
.with(Position { x, y })
.with(Renderable {
glyph,
fg: RGB::named(rltk::RED),
bg: RGB::named(rltk::BLACK),
})
.with(Viewshed {
visible_tiles: Vec::new(),
range: 8,
dirty: true,
})
.with(Monster {})
.with(Name {
name: format!("{} #{}", &name, i),
})
.with(BlocksTile {})
.with(CombatStats {
max_hp: 16,
hp: 16,
defense: 1,
power: 4,
})
.build();
}
gs.ecs.insert(map);
rltk::main_loop(context, gs)
}

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@ -1,4 +1,9 @@
use rltk::{Rltk, RGB};
use std::cmp::{max, min};
use rltk::{Algorithm2D, BaseMap, Point, RandomNumberGenerator, Rltk, RGB};
use specs::prelude::*;
use crate::rect::Rect;
#[derive(PartialEq, Copy, Clone)]
pub enum TileType {
@ -6,68 +11,200 @@ pub enum TileType {
Floor,
}
pub fn xy_idx(x: i32, y: i32) -> usize {
(y as usize * 80) + x as usize
pub struct Map {
pub tiles: Vec<TileType>,
pub rooms: Vec<Rect>,
pub width: i32,
pub height: i32,
pub revealed_tiles: Vec<bool>,
pub visible_tiles: Vec<bool>,
pub blocked: Vec<bool>,
pub tile_content: Vec<Vec<Entity>>,
}
pub fn new_map_rooms_and_corridors() -> Vec<TileType> {
let mut map = vec![TileType::Wall; 80 * 50];
map
}
/// Makes a map with solid boundaries and 400 randomly placed walls. No guarantees that it won't look awful
pub fn new_map_test() -> Vec<TileType> {
let mut map = vec![TileType::Floor; 80 * 50];
for x in 0..80 {
map[xy_idx(x, 0)] = TileType::Wall;
map[xy_idx(x, 49)] = TileType::Wall;
impl Map {
pub fn xy_idx(&self, x: i32, y: i32) -> usize {
(y as usize * self.width as usize) + x as usize
}
for y in 0..50 {
map[xy_idx(0, y)] = TileType::Wall;
map[xy_idx(79, y)] = TileType::Wall;
}
let mut rng = rltk::RandomNumberGenerator::new();
for _i in 0..400 {
let x = rng.roll_dice(1, 79);
let y = rng.roll_dice(1, 49);
let idx = xy_idx(x, y);
if idx != xy_idx(40, 25) {
map[idx] = TileType::Wall;
fn apply_room_to_map(&mut self, room: &Rect) {
for y in room.y1 + 1..=room.y2 {
for x in room.x1 + 1..=room.x2 {
let idx = self.xy_idx(x, y);
self.tiles[idx] = TileType::Floor;
}
}
}
map
fn apply_horizontal_tunnel(&mut self, x1: i32, x2: i32, y: i32) {
for x in min(x1, x2)..=max(x1, x2) {
let idx = self.xy_idx(x, y);
if idx > 0 && idx < self.width as usize * self.height as usize {
self.tiles[idx as usize] = TileType::Floor;
}
}
}
fn apply_vertical_tunnel(&mut self, y1: i32, y2: i32, x: i32) {
for y in min(y1, y2)..=max(y1, y2) {
let idx = self.xy_idx(x, y);
if idx > 0 && idx < self.width as usize * self.height as usize {
self.tiles[idx as usize] = TileType::Floor;
}
}
}
pub fn new_map_rooms_and_corridors() -> Map {
let mut map = Map {
tiles: vec![TileType::Wall; 80 * 50],
rooms: Vec::new(),
width: 80,
height: 50,
revealed_tiles: vec![false; 80 * 50],
visible_tiles: vec![false; 80 * 50],
blocked: vec![false; 80 * 50],
tile_content: vec![Vec::new(); 80 * 50],
};
const MAX_ROOMS: i32 = 30;
const MIN_SIZE: i32 = 6;
const MAX_SIZE: i32 = 10;
let mut rng = RandomNumberGenerator::new();
for _ in 0..MAX_ROOMS {
let w = rng.range(MIN_SIZE, MAX_SIZE);
let h = rng.range(MIN_SIZE, MAX_SIZE);
let x = rng.roll_dice(1, map.width - w - 1) - 1;
let y = rng.roll_dice(1, map.height - h - 1) - 1;
let new_room = Rect::new(x, y, w, h);
let mut ok = true;
for other_room in map.rooms.iter() {
if new_room.intersect(other_room) {
ok = false
};
}
if ok {
map.apply_room_to_map(&new_room);
if !map.rooms.is_empty() {
let (new_x, new_y) = new_room.center();
let (prev_x, prev_y) = map.rooms[map.rooms.len() - 1].center();
if rng.range(0, 2) == 1 {
map.apply_horizontal_tunnel(prev_x, new_x, prev_y);
map.apply_vertical_tunnel(prev_y, new_y, new_x);
} else {
map.apply_vertical_tunnel(prev_y, new_y, prev_x);
map.apply_horizontal_tunnel(prev_x, new_x, new_y);
}
}
map.rooms.push(new_room);
}
}
map
}
fn is_exit_valid(&self, x: i32, y: i32) -> bool {
if x < 1 || x > self.width - 1 || y < 1 || y > self.height - 1 {
return false;
}
let idx = self.xy_idx(x, y);
!self.blocked[idx]
}
pub fn populate_blocked(&mut self) {
for (i, tile) in self.tiles.iter_mut().enumerate() {
self.blocked[i] = *tile == TileType::Wall;
}
}
pub fn clear_content_index(&mut self) {
for content in self.tile_content.iter_mut() {
content.clear();
}
}
}
pub fn draw_map(map: &[TileType], ctx: &mut Rltk) {
impl Algorithm2D for Map {
fn dimensions(&self) -> rltk::Point {
Point::new(self.width, self.height)
}
}
impl BaseMap for Map {
fn is_opaque(&self, idx: usize) -> bool {
self.tiles[idx as usize] == TileType::Wall
}
fn get_pathing_distance(&self, idx1: usize, idx2: usize) -> f32 {
let w = self.width as usize;
let p1 = Point::new(idx1 % w, idx1 / w);
let p2 = Point::new(idx2 % w, idx2 / w);
rltk::DistanceAlg::Pythagoras.distance2d(p1, p2)
}
fn get_available_exits(&self, idx: usize) -> rltk::SmallVec<[(usize, f32); 10]> {
let mut exits = rltk::SmallVec::new();
let x = idx as i32 % self.width;
let y = idx as i32 / self.width;
let w = self.width as usize;
if self.is_exit_valid(x - 1, y) {
exits.push((idx - 1, 1.0))
};
if self.is_exit_valid(x + 1, y) {
exits.push((idx + 1, 1.0))
};
if self.is_exit_valid(x, y - 1) {
exits.push((idx - w, 1.0))
};
if self.is_exit_valid(x, y + 1) {
exits.push((idx + w, 1.0))
};
if self.is_exit_valid(x - 1, y - 1) {
exits.push((idx - w - 1, 1.45))
};
if self.is_exit_valid(x + 1, y - 1) {
exits.push((idx - w + 1, 1.45))
};
if self.is_exit_valid(x - 1, y + 1) {
exits.push((idx + w - 1, 1.45))
};
if self.is_exit_valid(x + 1, y + 1) {
exits.push((idx + w + 1, 1.45))
};
exits
}
}
pub fn draw_map(ecs: &World, ctx: &mut Rltk) {
let map = ecs.fetch::<Map>();
let mut y = 0;
let mut x = 0;
for tile in map.iter() {
match tile {
TileType::Floor => {
ctx.set(
x,
y,
RGB::from_f32(0.5, 0.5, 0.5),
RGB::from_f32(0., 0., 0.),
rltk::to_cp437('.'),
);
}
for (idx, tile) in map.tiles.iter().enumerate() {
if map.revealed_tiles[idx] {
let glyph;
let mut fg;
match tile {
TileType::Floor => {
fg = RGB::from_f32(0.5, 0.5, 0.5);
glyph = rltk::to_cp437('.');
}
TileType::Wall => {
ctx.set(
x,
y,
RGB::from_f32(0.0, 1.0, 0.0),
RGB::from_f32(0., 0., 0.),
rltk::to_cp437('#'),
);
TileType::Wall => {
fg = RGB::from_f32(0.0, 1.0, 0.0);
glyph = rltk::to_cp437('#');
}
}
if !map.visible_tiles[idx] {
fg = fg.to_greyscale()
}
ctx.set(x, y, fg, RGB::from_f32(0., 0., 0.), glyph);
}
x += 1;

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@ -0,0 +1,34 @@
use specs::prelude::*;
use crate::{
components::{BlocksTile, Position},
map::Map,
};
pub struct MapIndexingSystem {}
impl<'a> System<'a> for MapIndexingSystem {
type SystemData = (
WriteExpect<'a, Map>,
ReadStorage<'a, Position>,
ReadStorage<'a, BlocksTile>,
Entities<'a>,
);
fn run(&mut self, data: Self::SystemData) {
let (mut map, position, blockers, entities) = data;
map.populate_blocked();
map.clear_content_index();
for (entity, position) in (&entities, &position).join() {
let idx = map.xy_idx(position.x, position.y);
let _p: Option<&BlocksTile> = blockers.get(entity);
if let Some(_p) = _p {
map.blocked[idx] = true;
}
map.tile_content[idx].push(entity);
}
}
}

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@ -0,0 +1,48 @@
use rltk::console;
use specs::prelude::*;
use crate::components::{CombatStats, Name, SufferDamage, WantsToMelee};
pub struct MeleeCombatSystem {}
impl<'a> System<'a> for MeleeCombatSystem {
type SystemData = (
Entities<'a>,
WriteStorage<'a, WantsToMelee>,
ReadStorage<'a, Name>,
ReadStorage<'a, CombatStats>,
WriteStorage<'a, SufferDamage>,
);
fn run(&mut self, data: Self::SystemData) {
let (entities, mut wants_melee, names, combat_stats, mut inflict_damage) = data;
for (_entity, wants_melee, name, stats) in
(&entities, &wants_melee, &names, &combat_stats).join()
{
if stats.hp > 0 {
let target_stats = combat_stats.get(wants_melee.target).unwrap();
if target_stats.hp > 0 {
let target_name = names.get(wants_melee.target).unwrap();
let damage = i32::max(0, stats.power - target_stats.defense);
if damage == 0 {
console::log(&format!(
"{} is unable to hurt {}",
&name.name, &target_name.name
));
} else {
console::log(&format!(
"{} hits {}, for {} hp.",
&name.name, &target_name.name, damage
));
SufferDamage::new_damage(&mut inflict_damage, wants_melee.target, damage)
}
}
}
}
wants_melee.clear();
}
}

75
src/monster_ai_system.rs Normal file
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@ -0,0 +1,75 @@
use rltk::{console, Point};
use specs::prelude::*;
use crate::{
components::{Monster, Position, Viewshed, WantsToMelee},
map::Map,
RunState,
};
pub struct MonsterAI {}
impl<'a> System<'a> for MonsterAI {
#[allow(clippy::type_complexity)]
type SystemData = (
WriteExpect<'a, Map>,
ReadExpect<'a, Point>,
ReadExpect<'a, Entity>,
ReadExpect<'a, RunState>,
Entities<'a>,
WriteStorage<'a, Viewshed>,
ReadStorage<'a, Monster>,
WriteStorage<'a, Position>,
WriteStorage<'a, WantsToMelee>,
);
fn run(&mut self, data: Self::SystemData) {
let (
mut map,
player_pos,
player_entity,
runstate,
entities,
mut viewshed,
monster,
mut position,
mut wants_to_melee,
) = data;
if *runstate != RunState::MonsterTurn {
return;
}
for (entity, mut viewshed, _monster, mut pos) in
(&entities, &mut viewshed, &monster, &mut position).join()
{
let distance =
rltk::DistanceAlg::Pythagoras.distance2d(Point::new(pos.x, pos.y), *player_pos);
if distance < 1.5 {
wants_to_melee
.insert(
entity,
WantsToMelee {
target: *player_entity,
},
)
.expect("Unable to insert attack");
} else if viewshed.visible_tiles.contains(&*player_pos) {
let path = rltk::a_star_search(
map.xy_idx(pos.x, pos.y) as i32,
map.xy_idx(player_pos.x, player_pos.y) as i32,
&mut *map,
);
if path.success && path.steps.len() > 1 {
let mut idx = map.xy_idx(pos.x, pos.y);
map.blocked[idx] = false;
pos.x = path.steps[1] as i32 % map.width;
pos.y = path.steps[1] as i32 / map.width;
idx = map.xy_idx(pos.x, pos.y);
map.blocked[idx] = true;
viewshed.dirty = true;
}
}
}
}
}

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@ -1,35 +1,67 @@
use crate::{
components::{Player, Position},
map::{xy_idx, TileType},
State,
components::{CombatStats, Player, Position, Viewshed, WantsToMelee},
map::{Map, TileType},
RunState, State,
};
use rltk::Rltk;
use rltk::{console, Point, Rltk, VirtualKeyCode};
use specs::prelude::*;
use std::cmp::{max, min};
pub fn try_move_player(delta_x: i32, delta_y: i32, ecs: &mut World) {
let mut positions = ecs.write_storage::<Position>();
let mut players = ecs.write_storage::<Player>();
let map = ecs.fetch::<Vec<TileType>>();
let mut viewsheds = ecs.write_storage::<Viewshed>();
let combat_stats = ecs.read_storage::<CombatStats>();
let entities = ecs.entities();
let mut wants_to_melee = ecs.write_storage::<WantsToMelee>();
let map = ecs.fetch::<Map>();
for (_player, pos) in (&mut players, &mut positions).join() {
let destination_idx = xy_idx(pos.x + delta_x, pos.y + delta_y);
if map[destination_idx] != TileType::Wall {
for (entity, _player, pos, viewshed) in
(&entities, &mut 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");
}
}
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) {
pub fn player_input(gs: &mut State, ctx: &mut Rltk) -> RunState {
match ctx.key {
None => {}
None => return RunState::AwaitingInput,
Some(key) => match key {
rltk::VirtualKeyCode::Left => try_move_player(-1, 0, &mut gs.ecs),
rltk::VirtualKeyCode::Right => try_move_player(1, 0, &mut gs.ecs),
rltk::VirtualKeyCode::Up => try_move_player(0, -1, &mut gs.ecs),
rltk::VirtualKeyCode::Down => try_move_player(0, 1, &mut gs.ecs),
_ => {}
VirtualKeyCode::Left | VirtualKeyCode::H => try_move_player(-1, 0, &mut gs.ecs),
VirtualKeyCode::Right | VirtualKeyCode::L => try_move_player(1, 0, &mut gs.ecs),
VirtualKeyCode::Up | VirtualKeyCode::K => try_move_player(0, -1, &mut gs.ecs),
VirtualKeyCode::Down | VirtualKeyCode::J => try_move_player(0, 1, &mut gs.ecs),
VirtualKeyCode::Y => try_move_player(1, -1, &mut gs.ecs),
VirtualKeyCode::U => try_move_player(-1, -1, &mut gs.ecs),
VirtualKeyCode::N => try_move_player(1, 1, &mut gs.ecs),
VirtualKeyCode::B => try_move_player(-1, 1, &mut gs.ecs),
_ => return RunState::AwaitingInput,
},
}
RunState::PlayerTurn
}

25
src/rect.rs Normal file
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@ -0,0 +1,25 @@
pub struct Rect {
pub x1: i32,
pub x2: i32,
pub y1: i32,
pub y2: i32,
}
impl Rect {
pub fn new(x: i32, y: i32, w: i32, h: i32) -> Self {
Self {
x1: x,
y1: y,
x2: x + w,
y2: y + h,
}
}
pub fn intersect(&self, other: &Rect) -> bool {
self.x1 <= other.x2 && self.x2 >= other.x1 && self.y1 <= other.y2 && self.y2 >= other.y1
}
pub fn center(&self) -> (i32, i32) {
((self.x1 + self.x2) / 2, (self.y1 + self.y2) / 2)
}
}

47
src/visibility_system.rs Normal file
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use rltk::{field_of_view, Point};
use specs::prelude::*;
use crate::{
components::{Player, Position, Viewshed},
map::Map,
};
pub struct VisibilitySystem {}
impl<'a> System<'a> for VisibilitySystem {
type SystemData = (
WriteExpect<'a, Map>,
Entities<'a>,
WriteStorage<'a, Viewshed>,
WriteStorage<'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 {
return;
}
viewshed.dirty = false;
viewshed.visible_tiles.clear();
viewshed.visible_tiles = field_of_view(Point::new(pos.x, pos.y), viewshed.range, &*map);
viewshed
.visible_tiles
.retain(|p| p.x >= 0 && p.x < map.width && p.y >= 0 && p.y < map.height);
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;
}
}
}
}
}