Add map blocking and diagonal movement

This commit is contained in:
Timothy Warren 2021-10-29 11:11:17 -04:00
parent 45ab89f795
commit 3009aa1781
6 changed files with 101 additions and 19 deletions

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@ -32,3 +32,6 @@ pub struct Monster {}
pub struct Name {
pub name: String,
}
#[derive(Component)]
pub struct BlocksTile {}

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@ -8,12 +8,15 @@ pub use map::*;
mod player;
use player::*;
mod rect;
pub use rect::Rect;
mod visibility_system;
use visibility_system::VisibilitySystem;
mod monster_ai_system;
use monster_ai_system::*;
mod map_indexing_system;
use map_indexing_system::*;
pub use rect::Rect;
pub const MAP_SIZE: usize = 80 * 50;
#[derive(PartialEq, Copy, Clone)]
pub enum RunState {
@ -34,6 +37,9 @@ impl State {
let mut mob = MonsterAI {};
mob.run_now(&self.ecs);
let mut mapindex = MapIndexingSystem {};
mapindex.run_now(&self.ecs);
self.ecs.maintain();
}
}
@ -82,6 +88,7 @@ fn main() -> rltk::BError {
gs.ecs.register::<Viewshed>();
gs.ecs.register::<Monster>();
gs.ecs.register::<Name>();
gs.ecs.register::<BlocksTile>();
let map: Map = Map::new_map_rooms_and_corridors();
let (player_x, player_y) = map.rooms[0].center();
@ -121,6 +128,7 @@ fn main() -> rltk::BError {
.with(Name {
name: format!("{} #{}", &name, i),
})
.with(BlocksTile {})
.build();
}

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@ -1,4 +1,4 @@
use super::Rect;
use super::{Rect, MAP_SIZE};
use rltk::{Algorithm2D, BaseMap, Point, RandomNumberGenerator, Rltk, SmallVec, RGB};
use specs::prelude::*;
use std::cmp::{max, min};
@ -16,6 +16,7 @@ pub struct Map {
pub height: i32,
pub revealed_tiles: Vec<bool>,
pub visible_tiles: Vec<bool>,
pub blocked: Vec<bool>,
}
impl Map {
@ -56,12 +57,13 @@ impl Map {
/// This gives a handful of random rooms and corridors joining them together
pub fn new_map_rooms_and_corridors() -> Map {
let mut map = Map {
tiles: vec![TileType::Wall; 80 * 50],
tiles: vec![TileType::Wall; MAP_SIZE],
rooms: Vec::new(),
width: 80,
height: 50,
revealed_tiles: vec![false; 80 * 50],
visible_tiles: vec![false; 80 * 50],
revealed_tiles: vec![false; MAP_SIZE],
visible_tiles: vec![false; MAP_SIZE],
blocked: vec![false; MAP_SIZE],
};
const MAX_ROOMS: i32 = 30;
@ -114,7 +116,14 @@ impl Map {
}
let idx = self.xy_idx(x, y);
self.tiles[idx as usize] != TileType::Wall
!self.blocked[idx]
}
pub fn populate_blocked(&mut self) {
for (i, tile) in self.tiles.iter_mut().enumerate() {
self.blocked[i] = *tile == TileType::Wall;
}
}
}
@ -135,6 +144,7 @@ impl BaseMap for Map {
let y = idx as i32 / self.width;
let w = self.width as usize;
// Cardinal directions
if self.is_exit_valid(x - 1, y) {
exits.push((idx - 1, 1.0))
};
@ -148,6 +158,20 @@ impl BaseMap for Map {
exits.push((idx + w, 1.0))
};
// Diagonals
if self.is_exit_valid(x - 1, y - 1) {
exits.push(((idx - w) - 1, 1.45));
}
if self.is_exit_valid(x + 1, y - 1) {
exits.push(((idx - w) + 1, 1.45));
}
if self.is_exit_valid(x - 1, y + 1) {
exits.push(((idx + w) - 1, 1.45));
}
if self.is_exit_valid(x + 1, y + 1) {
exits.push(((idx + w) + 1, 1.45));
}
exits
}

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@ -0,0 +1,22 @@
use super::{BlocksTile, Map, Position};
use specs::prelude::*;
pub struct MapIndexingSystem {}
impl<'a> System<'a> for MapIndexingSystem {
type SystemData = (
WriteExpect<'a, Map>,
ReadStorage<'a, Position>,
ReadStorage<'a, BlocksTile>,
);
fn run(&mut self, data: Self::SystemData) {
let (mut map, position, blockers) = data;
map.populate_blocked();
for (position, _blocks) in (&position, &blockers).join() {
let idx = map.xy_idx(position.x, position.y);
map.blocked[idx] = true;
}
}
}

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@ -21,9 +21,15 @@ impl<'a> System<'a> for MonsterAI {
for (mut viewshed, _monster, name, mut pos) in
(&mut viewshed, &monster, &name, &mut position).join()
{
if viewshed.visible_tiles.contains(&*player_pos) {
let distance =
rltk::DistanceAlg::Pythagoras.distance2d(Point::new(pos.x, pos.y), *player_pos);
if distance < 1.5 {
// Attack goes here
console::log(&format!("{} shouts insults", name.name));
return;
}
if viewshed.visible_tiles.contains(&*player_pos) {
let path = rltk::a_star_search(
map.xy_idx(pos.x, pos.y) as i32,
map.xy_idx(player_pos.x, player_pos.y) as i32,

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@ -12,7 +12,7 @@ pub fn try_move_player(delta_x: i32, delta_y: i32, ecs: &mut World) {
for (_player, pos, viewshed) in (&mut players, &mut positions, &mut viewsheds).join() {
let destination_idx = map.xy_idx(pos.x + delta_x, pos.y + delta_y);
if map.tiles[destination_idx] != TileType::Wall {
if !map.blocked[destination_idx] {
pos.x = min(79, max(0, pos.x + delta_x));
pos.y = min(49, max(0, pos.y + delta_y));
@ -30,20 +30,39 @@ pub fn player_input(gs: &mut State, ctx: &mut Rltk) -> RunState {
match ctx.key {
None => return RunState::Paused, // Nothing happened
Some(key) => match key {
VirtualKeyCode::Left | VirtualKeyCode::Numpad4 | VirtualKeyCode::H => {
try_move_player(-1, 0, &mut gs.ecs)
}
VirtualKeyCode::Left
| VirtualKeyCode::Numpad4
| VirtualKeyCode::H
| VirtualKeyCode::A => try_move_player(-1, 0, &mut gs.ecs),
VirtualKeyCode::Right | VirtualKeyCode::Numpad6 | VirtualKeyCode::L => {
try_move_player(1, 0, &mut gs.ecs)
}
VirtualKeyCode::Right
| VirtualKeyCode::Numpad6
| VirtualKeyCode::L
| VirtualKeyCode::D => try_move_player(1, 0, &mut gs.ecs),
VirtualKeyCode::Up | VirtualKeyCode::Numpad8 | VirtualKeyCode::K => {
try_move_player(0, -1, &mut gs.ecs)
}
VirtualKeyCode::Up
| VirtualKeyCode::Numpad8
| VirtualKeyCode::K
| VirtualKeyCode::W => try_move_player(0, -1, &mut gs.ecs),
VirtualKeyCode::Down | VirtualKeyCode::Numpad2 | VirtualKeyCode::J => {
try_move_player(0, 1, &mut gs.ecs)
VirtualKeyCode::Down
| VirtualKeyCode::Numpad2
| VirtualKeyCode::J
| VirtualKeyCode::S
| VirtualKeyCode::X => try_move_player(0, 1, &mut gs.ecs),
// Diagonals
VirtualKeyCode::Numpad9 | VirtualKeyCode::Y | VirtualKeyCode::E => {
try_move_player(1, -1, &mut gs.ecs)
}
VirtualKeyCode::Numpad7 | VirtualKeyCode::U | VirtualKeyCode::Q => {
try_move_player(-1, -1, &mut gs.ecs)
}
VirtualKeyCode::Numpad3 | VirtualKeyCode::N | VirtualKeyCode::C => {
try_move_player(1, 1, &mut gs.ecs)
}
VirtualKeyCode::Numpad1 | VirtualKeyCode::B | VirtualKeyCode::Z => {
try_move_player(-1, 1, &mut gs.ecs)
}
_ => return RunState::Paused,