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roguelike-game/src/systems/visibility_system.rs

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Rust
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use ::bracket_lib::prelude::*;
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use ::specs::prelude::*;
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use crate::components::{BlocksVisibility, Hidden, Name};
use crate::rng::roll_dice;
use crate::{colors, gamelog, spatial, Map, Player, Position, Viewshed};
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pub struct VisibilitySystem {}
impl<'a> System<'a> for VisibilitySystem {
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#[allow(clippy::type_complexity)]
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type SystemData = (
WriteExpect<'a, Map>,
Entities<'a>,
WriteStorage<'a, Viewshed>,
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ReadStorage<'a, Position>,
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ReadStorage<'a, Player>,
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WriteStorage<'a, Hidden>,
ReadStorage<'a, Name>,
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ReadStorage<'a, BlocksVisibility>,
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);
fn run(&mut self, data: Self::SystemData) {
let (mut map, entities, mut viewshed, pos, player, mut hidden, names, blocks_visibility) =
data;
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map.view_blocked.clear();
for (block_pos, _block) in (&pos, &blocks_visibility).join() {
let idx = map.xy_idx(block_pos.x, block_pos.y);
map.view_blocked.insert(idx);
}
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for (ent, viewshed, pos) in (&entities, &mut viewshed, &pos).join() {
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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);
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// if this is the player, reveal what they can see
if player.get(ent).is_some() {
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for t in map.visible_tiles.iter_mut() {
*t = false
}
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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;
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// Chance to reveal hidden things
spatial::for_each_tile_content(idx, |e| {
let maybe_hidden = hidden.get(e);
if let Some(_maybe_hidden) = maybe_hidden {
if roll_dice(1, 24) == 1 {
let name = names.get(e);
if let Some(name) = name {
gamelog::line("You spotted:")
.append_color(colors::RED, &name.name)
.log();
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}
hidden.remove(e);
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}
}
});
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}
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}
}
}
}
}