First good iteration of field of view

This commit is contained in:
Timothy Warren 2021-10-25 15:26:39 -04:00
parent 8e23e09b3a
commit 3df0d8592b
6 changed files with 128 additions and 55 deletions

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@ -1,6 +1,6 @@
use rltk::RGB;
use specs::prelude::*; use specs::prelude::*;
use specs_derive::*; use specs_derive::*;
use rltk::{RGB};
#[derive(Component)] #[derive(Component)]
pub struct Position { pub struct Position {
@ -17,3 +17,9 @@ pub struct Renderable {
#[derive(Component, Debug)] #[derive(Component, Debug)]
pub struct Player {} pub struct Player {}
#[derive(Component)]
pub struct Viewshed {
pub visible_tiles: Vec<rltk::Point>,
pub range: i32,
}

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@ -8,6 +8,9 @@ pub use map::*;
mod player; mod player;
use player::*; use player::*;
mod rect; mod rect;
mod visibility_system;
use visibility_system::VisibilitySystem;
pub use rect::Rect; pub use rect::Rect;
pub struct State { pub struct State {
@ -16,6 +19,9 @@ pub struct State {
impl State { impl State {
fn run_systems(&mut self) { fn run_systems(&mut self) {
let mut vis = VisibilitySystem {};
vis.run_now(&self.ecs);
self.ecs.maintain(); self.ecs.maintain();
} }
} }
@ -50,6 +56,7 @@ fn main() -> rltk::BError {
gs.ecs.register::<Position>(); gs.ecs.register::<Position>();
gs.ecs.register::<Renderable>(); gs.ecs.register::<Renderable>();
gs.ecs.register::<Player>(); gs.ecs.register::<Player>();
gs.ecs.register::<Viewshed>();
let map: Map = Map::new_map_rooms_and_corridors(); let map: Map = Map::new_map_rooms_and_corridors();
let (player_x, player_y) = map.rooms[0].center(); let (player_x, player_y) = map.rooms[0].center();
@ -58,13 +65,20 @@ fn main() -> rltk::BError {
gs.ecs gs.ecs
.create_entity() .create_entity()
.with(Position { x: player_x, y: player_y }) .with(Position {
x: player_x,
y: player_y,
})
.with(Renderable { .with(Renderable {
glyph: rltk::to_cp437('@'), glyph: rltk::to_cp437('@'),
fg: RGB::named(rltk::YELLOW), fg: RGB::named(rltk::YELLOW),
bg: RGB::named(rltk::BLACK), bg: RGB::named(rltk::BLACK),
}) })
.with(Player {}) .with(Player {})
.with(Viewshed {
visible_tiles: Vec::new(),
range: 8,
})
.build(); .build();
rltk::main_loop(context, gs) rltk::main_loop(context, gs)

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@ -1,7 +1,7 @@
use rltk::{ RGB, Rltk, RandomNumberGenerator }; use super::Rect;
use super::{Rect}; use rltk::{Algorithm2D, BaseMap, Point, RandomNumberGenerator, Rltk, RGB};
use std::cmp::{min, max};
use specs::prelude::*; use specs::prelude::*;
use std::cmp::{max, min};
#[derive(PartialEq, Copy, Clone)] #[derive(PartialEq, Copy, Clone)]
pub enum TileType { pub enum TileType {
@ -14,6 +14,7 @@ pub struct Map {
pub rooms: Vec<Rect>, pub rooms: Vec<Rect>,
pub width: i32, pub width: i32,
pub height: i32, pub height: i32,
pub revealed_tiles: Vec<bool>,
} }
impl Map { impl Map {
@ -57,7 +58,8 @@ impl Map {
tiles: vec![TileType::Wall; 80 * 50], tiles: vec![TileType::Wall; 80 * 50],
rooms: Vec::new(), rooms: Vec::new(),
width: 80, width: 80,
height: 50 height: 50,
revealed_tiles: vec![false; 80 * 50],
}; };
const MAX_ROOMS: i32 = 30; const MAX_ROOMS: i32 = 30;
@ -105,13 +107,27 @@ impl Map {
} }
} }
impl Algorithm2D for Map {
fn dimensions(&self) -> Point {
Point::new(self.width, self.height)
}
}
impl BaseMap for Map {
fn is_opaque(&self, idx: usize) -> bool {
self.tiles[idx as usize] == TileType::Wall
}
}
pub fn draw_map(ecs: &World, ctx: &mut Rltk) { pub fn draw_map(ecs: &World, ctx: &mut Rltk) {
let map = ecs.fetch::<Map>(); let map = ecs.fetch::<Map>();
let mut y = 0; let mut y = 0;
let mut x = 0; let mut x = 0;
for (_idx, tile) in map.tiles.iter().enumerate() { for (idx, tile) in map.tiles.iter().enumerate() {
// Render a tile depending on the tile type
if map.revealed_tiles[idx] {
match tile { match tile {
TileType::Floor => { TileType::Floor => {
ctx.set( ctx.set(
@ -132,6 +148,7 @@ pub fn draw_map(ecs: &World, ctx: &mut Rltk) {
); );
} }
} }
}
// Move to the next set of coordinates // Move to the next set of coordinates
x += 1; x += 1;

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@ -1,7 +1,7 @@
use rltk::{VirtualKeyCode, Rltk}; use super::{Map, Player, Position, State, TileType};
use rltk::{Rltk, VirtualKeyCode};
use specs::prelude::*; use specs::prelude::*;
use super::{Position, Player, TileType, State, Map}; use std::cmp::{max, min};
use std::cmp::{min, max};
pub fn try_move_player(delta_x: i32, delta_y: i32, ecs: &mut World) { pub fn try_move_player(delta_x: i32, delta_y: i32, ecs: &mut World) {
let mut positions = ecs.write_storage::<Position>(); let mut positions = ecs.write_storage::<Position>();
@ -22,21 +22,21 @@ pub fn player_input(gs: &mut State, ctx: &mut Rltk) {
match ctx.key { match ctx.key {
None => {} // Nothing happened None => {} // Nothing happened
Some(key) => match key { Some(key) => match key {
VirtualKeyCode::Left | VirtualKeyCode::Left | VirtualKeyCode::Numpad4 | VirtualKeyCode::H => {
VirtualKeyCode::Numpad4 | try_move_player(-1, 0, &mut gs.ecs)
VirtualKeyCode::H => try_move_player(-1, 0, &mut gs.ecs), }
VirtualKeyCode::Right | VirtualKeyCode::Right | VirtualKeyCode::Numpad6 | VirtualKeyCode::L => {
VirtualKeyCode::Numpad6 | try_move_player(1, 0, &mut gs.ecs)
VirtualKeyCode::L=> try_move_player(1, 0, &mut gs.ecs), }
VirtualKeyCode::Up | VirtualKeyCode::Up | VirtualKeyCode::Numpad8 | VirtualKeyCode::K => {
VirtualKeyCode::Numpad8 | try_move_player(0, -1, &mut gs.ecs)
VirtualKeyCode::K => try_move_player(0, -1, &mut gs.ecs), }
VirtualKeyCode::Down | VirtualKeyCode::Down | VirtualKeyCode::Numpad2 | VirtualKeyCode::J => {
VirtualKeyCode::Numpad2 | try_move_player(0, 1, &mut gs.ecs)
VirtualKeyCode::J => try_move_player(0, 1, &mut gs.ecs), }
_ => {} _ => {}
}, },

36
src/visibility_system.rs Normal file
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@ -0,0 +1,36 @@
use super::{Map, Player, Position, Viewshed};
use rltk::{field_of_view, Point};
use specs::prelude::*;
pub struct VisibilitySystem {}
impl<'a> System<'a> for VisibilitySystem {
type SystemData = (
WriteExpect<'a, Map>,
Entities<'a>,
WriteStorage<'a, Viewshed>,
WriteStorage<'a, Position>,
ReadStorage<'a, Player>,
);
fn run(&mut self, data: Self::SystemData) {
let (mut map, entities, mut viewshed, pos, player) = data;
for (ent, viewshed, pos) in (&entities, &mut viewshed, &pos).join() {
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);
// if this is the player, reveal what they can see
let p: Option<&Player> = player.get(ent);
if let Some(p) = p {
for vis in viewshed.visible_tiles.iter() {
let idx = map.xy_idx(vis.x, vis.y);
map.revealed_tiles[idx] = true;
}
}
}
}
}