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roguelike-game/src/player.rs

368 lines
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Rust
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use std::cmp::{max, min};
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use ::rltk::{Point, Rltk, VirtualKeyCode};
use ::specs::prelude::*;
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use crate::components::{
BlocksTile, BlocksVisibility, Door, EntityMoved, HungerClock, HungerState, Item, Monster,
Player, Pools, Position, Renderable, Vendor, Viewshed, WantsToMelee, WantsToPickupItem,
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};
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use crate::game_log::GameLog;
use crate::{Bystander, Map, RunState, State, TileType};
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pub fn try_move_player(delta_x: i32, delta_y: i32, ecs: &mut World) -> RunState {
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let mut positions = ecs.write_storage::<Position>();
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let players = ecs.read_storage::<Player>();
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let mut viewsheds = ecs.write_storage::<Viewshed>();
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let entities = ecs.entities();
let combat_stats = ecs.read_storage::<Pools>();
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let map = ecs.fetch::<Map>();
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let mut wants_to_melee = ecs.write_storage::<WantsToMelee>();
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let mut entity_moved = ecs.write_storage::<EntityMoved>();
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let mut doors = ecs.write_storage::<Door>();
let mut blocks_visibility = ecs.write_storage::<BlocksVisibility>();
let mut blocks_movement = ecs.write_storage::<BlocksTile>();
let mut renderables = ecs.write_storage::<Renderable>();
let bystanders = ecs.read_storage::<Bystander>();
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let vendors = ecs.read_storage::<Vendor>();
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let mut result = RunState::AwaitingInput;
let mut swap_entities: Vec<(Entity, i32, i32)> = Vec::new();
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for (entity, _player, pos, viewshed) in
(&entities, &players, &mut positions, &mut viewsheds).join()
{
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
{
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return RunState::AwaitingInput;
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}
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let destination_idx = map.xy_idx(pos.x + delta_x, pos.y + delta_y);
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for potential_target in map.tile_content[destination_idx].iter() {
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let bystander = bystanders.get(*potential_target);
let vendor = vendors.get(*potential_target);
if bystander.is_some() || vendor.is_some() {
// Note that we want to move the bystander
swap_entities.push((*potential_target, pos.x, pos.y));
// Move the player
pos.x = min(map.width - 1, max(0, pos.x + delta_x));
pos.y = min(map.height - 1, max(0, pos.y + delta_y));
entity_moved
.insert(entity, EntityMoved {})
.expect("Unable to insert moved entity marker");
viewshed.dirty = true;
let mut ppos = ecs.write_resource::<Point>();
ppos.x = pos.x;
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ppos.y = pos.y;
result = RunState::PlayerTurn;
} else if combat_stats.get(*potential_target).is_some() {
wants_to_melee
.insert(
entity,
WantsToMelee {
target: *potential_target,
},
)
.expect("Add target failed");
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return RunState::PlayerTurn;
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}
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if let Some(door) = doors.get_mut(*potential_target) {
door.open = true;
blocks_visibility.remove(*potential_target);
blocks_movement.remove(*potential_target);
let glyph = renderables.get_mut(*potential_target).unwrap();
glyph.glyph = rltk::to_cp437('/');
viewshed.dirty = true;
}
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}
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if !map.blocked[destination_idx] {
pos.x = min(map.width - 1, max(0, pos.x + delta_x));
pos.y = min(map.height - 1, max(0, pos.y + delta_y));
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entity_moved
.insert(entity, EntityMoved {})
.expect("Failed to add EntityMoved flag to player");
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viewshed.dirty = true;
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let mut ppos = ecs.write_resource::<Point>();
ppos.x = pos.x;
ppos.y = pos.y;
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// Change levels by running onto a set of stairs
result = match map.tiles[destination_idx] {
TileType::DownStairs => RunState::NextLevel,
TileType::UpStairs => RunState::PreviousLevel,
_ => RunState::PlayerTurn,
}
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}
}
for m in swap_entities.iter() {
if let Some(their_pos) = positions.get_mut(m.0) {
their_pos.x = m.1;
their_pos.y = m.2;
}
}
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result
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}
pub fn try_next_level(ecs: &mut World) -> bool {
let player_pos = ecs.fetch::<Point>();
let map = ecs.fetch::<Map>();
let player_idx = map.xy_idx(player_pos.x, player_pos.y);
if map.tiles[player_idx] == TileType::DownStairs {
true
} else {
let mut gamelog = ecs.fetch_mut::<GameLog>();
gamelog
.entries
.push("There is no way down from here.".to_string());
false
}
}
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pub fn try_previous_level(ecs: &mut World) -> bool {
let player_pos = ecs.fetch::<Point>();
let map = ecs.fetch::<Map>();
let player_idx = map.xy_idx(player_pos.x, player_pos.y);
if map.tiles[player_idx] == TileType::UpStairs {
true
} else {
let mut gamelog = ecs.fetch_mut::<GameLog>();
gamelog
.entries
.push("There is no way up from here.".to_string());
false
}
}
fn get_item(ecs: &mut World) {
let player_pos = ecs.fetch::<Point>();
let player_entity = ecs.fetch::<Entity>();
let entities = ecs.entities();
let items = ecs.read_storage::<Item>();
let positions = ecs.read_storage::<Position>();
let mut gamelog = ecs.fetch_mut::<GameLog>();
let mut target_item: Option<Entity> = None;
for (item_entity, _item, position) in (&entities, &items, &positions).join() {
if position.x == player_pos.x && position.y == player_pos.y {
target_item = Some(item_entity);
}
}
match target_item {
None => gamelog
.entries
.push("There is nothing here to pick up.".to_string()),
Some(item) => {
let mut pickup = ecs.write_storage::<WantsToPickupItem>();
pickup
.insert(
*player_entity,
WantsToPickupItem {
collected_by: *player_entity,
item,
},
)
.expect("Unable to pick up item?!");
}
}
}
fn skip_turn(ecs: &mut World) -> RunState {
let player_entity = ecs.fetch::<Entity>();
let viewshed_components = ecs.read_storage::<Viewshed>();
let monsters = ecs.read_storage::<Monster>();
let worldmap_resource = ecs.fetch::<Map>();
let mut can_heal = true;
let viewshed = viewshed_components.get(*player_entity).unwrap();
for tile in viewshed.visible_tiles.iter() {
let idx = worldmap_resource.xy_idx(tile.x, tile.y);
for entity_id in worldmap_resource.tile_content[idx].iter() {
match monsters.get(*entity_id) {
None => {}
Some(_) => {
can_heal = false;
}
}
}
}
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// Don't allow healing when hungry or starving
let hunger_clocks = ecs.read_storage::<HungerClock>();
if let Some(hc) = hunger_clocks.get(*player_entity) {
match hc.state {
HungerState::Hungry => can_heal = false,
HungerState::Starving => can_heal = false,
_ => {}
}
}
if can_heal {
let mut health_components = ecs.write_storage::<Pools>();
let pools = health_components.get_mut(*player_entity).unwrap();
pools.hit_points.current = i32::min(pools.hit_points.current + 1, pools.hit_points.max);
}
RunState::PlayerTurn
}
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fn use_consumable_hotkey(gs: &mut State, key: i32) -> RunState {
use crate::components::{Consumable, InBackpack, Ranged, WantsToUseItem};
let consumables = gs.ecs.read_storage::<Consumable>();
let backpack = gs.ecs.read_storage::<InBackpack>();
let player_entity = gs.ecs.fetch::<Entity>();
let entities = gs.ecs.entities();
let mut carried_consumables = Vec::new();
for (entity, carried_by, _consumable) in (&entities, &backpack, &consumables).join() {
if carried_by.owner == *player_entity {
carried_consumables.push(entity);
}
}
if (key as usize) < carried_consumables.len() {
if let Some(ranged) = gs
.ecs
.read_storage::<Ranged>()
.get(carried_consumables[key as usize])
{
return RunState::ShowTargeting {
range: ranged.range,
item: carried_consumables[key as usize],
};
}
let mut intent = gs.ecs.write_storage::<WantsToUseItem>();
intent
.insert(
*player_entity,
WantsToUseItem {
item: carried_consumables[key as usize],
target: None,
},
)
.expect("Unable to insert intent to use item.");
return RunState::PlayerTurn;
}
RunState::PlayerTurn
}
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pub fn player_input(gs: &mut State, ctx: &mut Rltk) -> RunState {
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// Hotkeys
if ctx.shift && ctx.key.is_some() {
let key: Option<i32> = match ctx.key.unwrap() {
VirtualKeyCode::Key1 => Some(1),
VirtualKeyCode::Key2 => Some(2),
VirtualKeyCode::Key3 => Some(3),
VirtualKeyCode::Key4 => Some(4),
VirtualKeyCode::Key5 => Some(5),
VirtualKeyCode::Key6 => Some(6),
VirtualKeyCode::Key7 => Some(7),
VirtualKeyCode::Key8 => Some(8),
VirtualKeyCode::Key9 => Some(9),
_ => None,
};
if let Some(key) = key {
return use_consumable_hotkey(gs, key - 1);
}
}
// Mac OS is special when it comes to the numpad. Instead of reporting
// the keys as Numpad-specific numbers, it reports the number row scan
// codes. The quick fix is to match on both types of number scan codes.
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match ctx.key {
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None => return RunState::AwaitingInput, // Nothing happened
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Some(key) => match key {
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// Cardinal directions
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VirtualKeyCode::Up
| VirtualKeyCode::Numpad8
| VirtualKeyCode::Key8
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| VirtualKeyCode::K => return try_move_player(0, -1, &mut gs.ecs),
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VirtualKeyCode::Down
| VirtualKeyCode::Numpad2
| VirtualKeyCode::Key2
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| VirtualKeyCode::J => return try_move_player(0, 1, &mut gs.ecs),
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VirtualKeyCode::Left
| VirtualKeyCode::Numpad4
| VirtualKeyCode::Key4
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| VirtualKeyCode::H => return try_move_player(-1, 0, &mut gs.ecs),
VirtualKeyCode::Right
| VirtualKeyCode::Numpad6
| VirtualKeyCode::Key6
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| VirtualKeyCode::L => return try_move_player(1, 0, &mut gs.ecs),
// Diagonals
VirtualKeyCode::Numpad7
| VirtualKeyCode::Key7
| VirtualKeyCode::U
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| VirtualKeyCode::Q => return try_move_player(-1, -1, &mut gs.ecs),
VirtualKeyCode::Numpad9
| VirtualKeyCode::Key9
| VirtualKeyCode::Y
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| VirtualKeyCode::W => return try_move_player(1, -1, &mut gs.ecs),
VirtualKeyCode::Numpad1
| VirtualKeyCode::Key1
| VirtualKeyCode::B
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| VirtualKeyCode::A => return try_move_player(-1, 1, &mut gs.ecs),
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VirtualKeyCode::Numpad3
| VirtualKeyCode::Key3
| VirtualKeyCode::N
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| VirtualKeyCode::S => return try_move_player(1, 1, &mut gs.ecs),
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// Skip Turn
VirtualKeyCode::Numpad5 | VirtualKeyCode::Key5 | VirtualKeyCode::Space => {
return skip_turn(&mut gs.ecs)
}
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// Level changes
VirtualKeyCode::Period => {
if try_next_level(&mut gs.ecs) {
return RunState::NextLevel;
}
}
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VirtualKeyCode::Comma => {
if try_previous_level(&mut gs.ecs) {
return RunState::PreviousLevel;
}
}
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// Item management
VirtualKeyCode::G => get_item(&mut gs.ecs),
VirtualKeyCode::I => return RunState::ShowInventory,
VirtualKeyCode::D => return RunState::ShowDropItem,
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VirtualKeyCode::R => return RunState::ShowRemoveItem,
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// Save and Quit
VirtualKeyCode::Escape => return RunState::SaveGame,
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_ => return RunState::AwaitingInput,
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},
}
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RunState::PlayerTurn
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}