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Add system to let bystanders move around

This commit is contained in:
Timothy Warren 2022-01-03 09:54:32 -05:00
parent 45bedf11d2
commit 4393b76122
2 changed files with 76 additions and 0 deletions

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@ -0,0 +1,71 @@
use ::rltk::RandomNumberGenerator;
use specs::prelude::*;
use super::{Map, RunState};
use crate::components::{Bystander, EntityMoved, Position, Viewshed};
pub struct BystanderAI {}
impl<'a> System<'a> for BystanderAI {
#[allow(clippy::type_complexity)]
type SystemData = (
WriteExpect<'a, Map>,
ReadExpect<'a, RunState>,
Entities<'a>,
WriteStorage<'a, Viewshed>,
ReadStorage<'a, Bystander>,
WriteStorage<'a, Position>,
WriteStorage<'a, EntityMoved>,
WriteExpect<'a, RandomNumberGenerator>,
);
fn run(&mut self, data: Self::SystemData) {
let (
mut map,
runstate,
entities,
mut viewshed,
bystander,
mut position,
mut entity_moved,
mut rng,
) = data;
if *runstate != RunState::MonsterTurn {
return;
}
for (entity, mut viewshed, _bystander, mut pos) in
(&entities, &mut viewshed, &bystander, &mut position).join()
{
// Try to move randomly
let mut x = pos.x;
let mut y = pos.y;
match rng.roll_dice(1, 5) {
1 => x -= 1,
2 => x += 1,
3 => y -= 1,
4 => y += 1,
_ => {}
}
if x > 0 && x < map.width - 1 && y > 0 && y < map.height - 1 {
let dest_idx = map.xy_idx(x, y);
if !map.blocked[dest_idx] {
let idx = map.xy_idx(pos.x, pos.y);
map.blocked[idx] = false;
pos.x = x;
pos.y = y;
entity_moved
.insert(entity, EntityMoved {})
.expect("Unable to insert moved flag component");
map.blocked[dest_idx] = true;
viewshed.dirty = true;
}
}
}
}
}

View File

@ -1,3 +1,4 @@
mod bystander_ai_system;
pub mod camera;
mod components;
mod damage_system;
@ -27,6 +28,7 @@ extern crate lazy_static;
use ::rltk::{GameState, Point, RandomNumberGenerator, Rltk};
use ::specs::prelude::*;
use ::specs::saveload::{SimpleMarker, SimpleMarkerAllocator};
use bystander_ai_system::BystanderAI;
use components::*;
use damage_system::DamageSystem;
pub use game_log::GameLog;
@ -111,6 +113,9 @@ impl State {
let mut mapindex = MapIndexingSystem {};
mapindex.run_now(&self.ecs);
let mut bystander = BystanderAI {};
bystander.run_now(&self.ecs);
let mut melee = MeleeCombatSystem {};
melee.run_now(&self.ecs);