player.rs 6.2 KB

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  1. use rltk::{VirtualKeyCode, Rltk, Point};
  2. use specs::prelude::*;
  3. use super::{Position, Player, WantsToMelee,
  4. Map, State, Viewshed,
  5. RunState, CombatStats, WantsToPickupItem,
  6. GameLog, Item, TileType,
  7. Monster};
  8. use std::cmp::{min, max};
  9. fn get_item(ecs: &mut World) {
  10. let player_pos = ecs.fetch::<Point>();
  11. let player_entity = ecs.fetch::<Entity>();
  12. let entities = ecs.entities();
  13. let items = ecs.read_storage::<Item>();
  14. let positions = ecs.read_storage::<Position>();
  15. let mut gamelog = ecs.fetch_mut::<GameLog>();
  16. let mut target_item : Option<Entity> = None;
  17. for (item_entity, _item, position) in (&entities, &items, &positions).join() {
  18. if position.x == player_pos.x && position.y == player_pos.y {
  19. target_item = Some(item_entity);
  20. }
  21. }
  22. match target_item {
  23. None => gamelog.entries.push("There is nothing here to pick up.".to_string()),
  24. Some(item) => {
  25. let mut pickup = ecs.write_storage::<WantsToPickupItem>();
  26. pickup.insert(*player_entity, WantsToPickupItem{ collected_by: *player_entity, item }).expect("Unable to insert want to pickup");
  27. }
  28. }
  29. }
  30. pub fn try_move_player(delta_x: i32, delta_y: i32, ecs: &mut World) {
  31. let mut positions = ecs.write_storage::<Position>();
  32. let players = ecs.write_storage::<Player>();
  33. let mut viewsheds = ecs.write_storage::<Viewshed>();
  34. let combat_stats = ecs.read_storage::<CombatStats>();
  35. let map = ecs.fetch::<Map>();
  36. let entities = ecs.entities();
  37. let mut wants_to_melee = ecs.write_storage::<WantsToMelee>();
  38. for (entity, _player, pos, viewshed) in (&entities, &players, &mut positions, &mut viewsheds).join() {
  39. if pos.x + delta_x < 1 || pos.x + delta_x > map.width-1 || pos.y + delta_y < 1 || pos.y + delta_y > map.height-1 { return; }
  40. let destination_idx = map.xy_idx(pos.x + delta_x, pos.y + delta_y);
  41. for potential_target in map.tile_content[destination_idx].iter() {
  42. let target = combat_stats.get(*potential_target);
  43. if let Some(_target) = target {
  44. wants_to_melee.insert(entity, WantsToMelee{ target: *potential_target }).expect("Add target failed");
  45. return;
  46. }
  47. }
  48. if !map.blocked[destination_idx] {
  49. pos.x = min(79 , max(0, pos.x + delta_x));
  50. pos.y = min(49, max(0, pos.y + delta_y));
  51. let mut ppos = ecs.write_resource::<Point>();
  52. ppos.x = pos.x;
  53. ppos.y = pos.y;
  54. viewshed.dirty = true;
  55. }
  56. }
  57. }
  58. pub fn player_input(gs: &mut State, ctx: &mut Rltk) -> RunState {
  59. // Player movement
  60. match ctx.key {
  61. None => { return RunState::AwaitingInput } // Nothing happened
  62. Some(key) => match key {
  63. VirtualKeyCode::Left |
  64. VirtualKeyCode::Numpad4 |
  65. VirtualKeyCode::A |
  66. VirtualKeyCode::H => try_move_player(-1, 0, &mut gs.ecs),
  67. VirtualKeyCode::Right |
  68. VirtualKeyCode::Numpad6 |
  69. VirtualKeyCode::D |
  70. VirtualKeyCode::L => try_move_player(1, 0, &mut gs.ecs),
  71. VirtualKeyCode::Up |
  72. VirtualKeyCode::Numpad8 |
  73. VirtualKeyCode::W |
  74. VirtualKeyCode::K => try_move_player(0, -1, &mut gs.ecs),
  75. VirtualKeyCode::Down |
  76. VirtualKeyCode::Numpad2 |
  77. VirtualKeyCode::S |
  78. VirtualKeyCode::J => try_move_player(0, 1, &mut gs.ecs),
  79. // Diagonals
  80. VirtualKeyCode::Numpad9 |
  81. VirtualKeyCode::E |
  82. VirtualKeyCode::Y => try_move_player(1, -1, &mut gs.ecs),
  83. VirtualKeyCode::Numpad7 |
  84. VirtualKeyCode::Q |
  85. VirtualKeyCode::U => try_move_player(-1, -1, &mut gs.ecs),
  86. VirtualKeyCode::Numpad3 |
  87. VirtualKeyCode::C |
  88. VirtualKeyCode::N => try_move_player(1, 1, &mut gs.ecs),
  89. VirtualKeyCode::Numpad1 |
  90. VirtualKeyCode::Z |
  91. VirtualKeyCode::B => try_move_player(-1, 1, &mut gs.ecs),
  92. VirtualKeyCode::G => get_item(&mut gs.ecs),
  93. VirtualKeyCode::I => return RunState::ShowInventory,
  94. VirtualKeyCode::X => return RunState::ShowDropItem,
  95. VirtualKeyCode::Period => {
  96. if try_next_level(&mut gs.ecs) {
  97. return RunState::NextLevel;
  98. }
  99. }
  100. VirtualKeyCode::R => return RunState::ShowRemoveItem,
  101. // Skip Turn
  102. VirtualKeyCode::Numpad5 => return skip_turn(&mut gs.ecs),
  103. VirtualKeyCode::Space => return skip_turn(&mut gs.ecs),
  104. // Save and Quit
  105. VirtualKeyCode::Escape => return RunState::SaveGame,
  106. _ => { return RunState::AwaitingInput }
  107. },
  108. }
  109. RunState::PlayerTurn
  110. }
  111. fn skip_turn(ecs: &mut World) -> RunState {
  112. let player_entity = ecs.fetch::<Entity>();
  113. let viewshed_components = ecs.read_storage::<Viewshed>();
  114. let monsters = ecs.read_storage::<Monster>();
  115. let worldmap_resource = ecs.fetch::<Map>();
  116. let mut can_heal = true;
  117. let viewshed = viewshed_components.get(*player_entity).unwrap();
  118. for tile in viewshed.visible_tiles.iter() {
  119. let idx = worldmap_resource.xy_idx(tile.x, tile.y);
  120. for entity_id in worldmap_resource.tile_content[idx].iter() {
  121. let mob = monsters.get(*entity_id);
  122. match mob {
  123. None => {}
  124. Some(_) => { can_heal = false; }
  125. }
  126. }
  127. }
  128. if can_heal {
  129. let mut health_components = ecs.write_storage::<CombatStats>();
  130. let player_hp = health_components.get_mut(*player_entity).unwrap();
  131. player_hp.hp = i32::min(player_hp.hp + 1, player_hp.max_hp);
  132. }
  133. RunState::PlayerTurn
  134. }
  135. pub fn try_next_level(ecs: &mut World) -> bool {
  136. let player_pos = ecs.fetch::<Point>();
  137. let map = ecs.fetch::<Map>();
  138. let player_idx = map.xy_idx(player_pos.x, player_pos.y);
  139. if map.tiles[player_idx] == TileType::DownStairs {
  140. true
  141. } else {
  142. let mut gamelog = ecs.fetch_mut::<GameLog>();
  143. gamelog.entries.push("There is no way down from here.".to_string());
  144. false
  145. }
  146. }