roguelike-game/src/systems/map_indexing_system.rs

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Rust
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use ::specs::prelude::*;
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use crate::components::{BlocksTile, Pools, Position, TileSize};
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use crate::{spatial, Map};
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pub struct MapIndexingSystem {}
impl<'a> System<'a> for MapIndexingSystem {
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#[allow(clippy::type_complexity)]
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type SystemData = (
ReadExpect<'a, Map>,
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ReadStorage<'a, Position>,
ReadStorage<'a, BlocksTile>,
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ReadStorage<'a, Pools>,
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ReadStorage<'a, TileSize>,
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Entities<'a>,
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);
fn run(&mut self, data: Self::SystemData) {
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let (map, position, blockers, pools, sizes, entities) = data;
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spatial::clear();
spatial::populate_blocked_from_map(&*map);
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for (entity, position) in (&entities, &position).join() {
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let mut alive = true;
if let Some(pools) = pools.get(entity) {
if pools.hit_points.current < 1 {
alive = false;
}
}
if alive {
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if let Some(size) = sizes.get(entity) {
// Multi-tile
for y in position.y..position.y + size.y {
for x in position.x..position.x + size.x {
if x > 0 && x < map.width - 1 && y > 0 && y < map.height - 1 {
let idx = map.xy_idx(x, y);
spatial::index_entity(entity, idx, blockers.get(entity).is_some());
}
}
}
} else {
// Single tile
let idx = map.xy_idx(position.x, position.y);
spatial::index_entity(entity, idx, blockers.get(entity).is_some());
}
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}
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}
}
}