use specs::prelude::*; use super::{Viewshed, Monster, Map, Position, WantsToMelee, RunState}; use rltk::{Point}; 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) { // Path to the player let path = rltk::a_star_search( map.xy_idx(pos.x, pos.y), map.xy_idx(player_pos.x, player_pos.y), &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; } } } } }