use specs::prelude::*; use super::{Viewshed, Position, Map, Player}; use rltk::{field_of_view, Point}; 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 { 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 ); // If this is the player, reveal what they can see 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; } } } } } }