Refactor systems to be more generic
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f0ac291e6a
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@ -2,8 +2,12 @@ mod animal_ai_system;
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mod bystander_ai_system;
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mod initiative_system;
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mod monster_ai_system;
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mod quipping;
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mod turn_status;
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pub use animal_ai_system::AnimalAI;
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pub use bystander_ai_system::BystanderAI;
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pub use initiative_system::InitiativeSystem;
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pub use monster_ai_system::MonsterAI;
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pub use quipping::QuipSystem;
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pub use turn_status::TurnStatusSystem;
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@ -1,9 +1,8 @@
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use ::rltk::{Point, RandomNumberGenerator};
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use ::rltk::RandomNumberGenerator;
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use specs::prelude::*;
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use crate::components::{Bystander, EntityMoved, MyTurn, Name, Position, Quips, Viewshed};
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use crate::game_log::GameLog;
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use crate::{Map, RunState};
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use crate::components::{Bystander, EntityMoved, MyTurn, Position, Viewshed};
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use crate::Map;
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pub struct BystanderAI {}
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@ -11,62 +10,30 @@ impl<'a> System<'a> for BystanderAI {
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#[allow(clippy::type_complexity)]
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type SystemData = (
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WriteExpect<'a, Map>,
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ReadExpect<'a, RunState>,
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Entities<'a>,
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WriteStorage<'a, Viewshed>,
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ReadStorage<'a, Bystander>,
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WriteStorage<'a, Position>,
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WriteStorage<'a, EntityMoved>,
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WriteExpect<'a, RandomNumberGenerator>,
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ReadExpect<'a, Point>,
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WriteExpect<'a, GameLog>,
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WriteStorage<'a, Quips>,
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ReadStorage<'a, Name>,
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ReadStorage<'a, MyTurn>,
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);
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fn run(&mut self, data: Self::SystemData) {
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let (
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mut map,
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runstate,
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entities,
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mut viewshed,
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bystander,
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mut position,
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mut entity_moved,
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mut rng,
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player_pos,
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mut gamelog,
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mut quips,
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names,
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turns,
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) = data;
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for (entity, mut viewshed, _bystander, mut pos, _turn) in
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(&entities, &mut viewshed, &bystander, &mut position, &turns).join()
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{
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// Possibly quip
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if let Some(quip) = quips.get_mut(entity) {
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if !quip.available.is_empty()
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&& viewshed.visible_tiles.contains(&player_pos)
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&& rng.roll_dice(1, 6) == 1
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{
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let name = names.get(entity);
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let quip_index = if quip.available.len() == 1 {
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0
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} else {
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(rng.roll_dice(1, quip.available.len() as i32) - 1) as usize
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};
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gamelog.append(format!(
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"{} says \"{}\"",
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name.unwrap().name,
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quip.available[quip_index]
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));
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quip.available.remove(quip_index);
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}
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}
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// Try to move randomly
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let mut x = pos.x;
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let mut y = pos.y;
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@ -1,9 +1,8 @@
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use ::rltk::{Point, RGB};
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use ::rltk::Point;
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use ::specs::prelude::*;
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use crate::components::{Confusion, Monster, MyTurn, Position, Viewshed, WantsToMelee};
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use crate::particle_system::ParticleBuilder;
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use crate::{EntityMoved, Map, RunState};
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use crate::components::{EntityMoved, Monster, MyTurn, Position, Viewshed, WantsToMelee};
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use crate::Map;
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pub struct MonsterAI {}
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@ -13,14 +12,11 @@ impl<'a> System<'a> for MonsterAI {
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WriteExpect<'a, Map>,
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ReadExpect<'a, Point>,
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ReadExpect<'a, Entity>,
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ReadExpect<'a, RunState>,
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Entities<'a>,
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WriteStorage<'a, Viewshed>,
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ReadStorage<'a, Monster>,
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WriteStorage<'a, Position>,
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WriteStorage<'a, WantsToMelee>,
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WriteStorage<'a, Confusion>,
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WriteExpect<'a, ParticleBuilder>,
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WriteStorage<'a, EntityMoved>,
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ReadStorage<'a, MyTurn>,
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);
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@ -30,14 +26,11 @@ impl<'a> System<'a> for MonsterAI {
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mut map,
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player_pos,
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player_entity,
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runstate,
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entities,
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mut viewshed,
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monster,
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mut position,
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mut wants_to_melee,
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mut confused,
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mut particle_builder,
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mut entity_moved,
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turns,
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) = data;
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@ -45,62 +38,40 @@ impl<'a> System<'a> for MonsterAI {
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for (entity, mut viewshed, _monster, mut pos, _turn) in
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(&entities, &mut viewshed, &monster, &mut position, &turns).join()
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{
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let mut can_act = true;
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if let Some(i_am_confused) = confused.get_mut(entity) {
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i_am_confused.turns -= 1;
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if i_am_confused.turns < 1 {
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confused.remove(entity);
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}
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can_act = false;
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particle_builder.request(
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pos.x,
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pos.y,
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RGB::named(rltk::MAGENTA),
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RGB::named(rltk::BLACK),
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rltk::to_cp437('?'),
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200.0,
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let distance =
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rltk::DistanceAlg::Pythagoras.distance2d(Point::new(pos.x, pos.y), *player_pos);
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if distance < 1.5 {
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// Attack goes here
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wants_to_melee
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.insert(
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entity,
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WantsToMelee {
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target: *player_entity,
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},
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)
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.expect("Unable to insert attack");
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} else if viewshed.visible_tiles.contains(&*player_pos) {
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// The path to the player
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let path = rltk::a_star_search(
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map.xy_idx(pos.x, pos.y) as i32,
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map.xy_idx(player_pos.x, player_pos.y) as i32,
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&*map,
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);
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}
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if can_act {
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let distance =
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rltk::DistanceAlg::Pythagoras.distance2d(Point::new(pos.x, pos.y), *player_pos);
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if distance < 1.5 {
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// Attack goes here
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wants_to_melee
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.insert(
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entity,
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WantsToMelee {
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target: *player_entity,
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},
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)
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.expect("Unable to insert attack");
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} else if viewshed.visible_tiles.contains(&*player_pos) {
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// The path to the player
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let path = rltk::a_star_search(
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map.xy_idx(pos.x, pos.y) as i32,
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map.xy_idx(player_pos.x, player_pos.y) as i32,
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&*map,
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);
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if path.success && path.steps.len() > 1 {
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let mut idx = map.xy_idx(pos.x, pos.y);
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if path.success && path.steps.len() > 1 {
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let mut idx = map.xy_idx(pos.x, pos.y);
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map.blocked[idx] = false;
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pos.x = path.steps[1] as i32 % map.width;
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pos.y = path.steps[1] as i32 / map.width;
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map.blocked[idx] = false;
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pos.x = path.steps[1] as i32 % map.width;
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pos.y = path.steps[1] as i32 / map.width;
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entity_moved
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.insert(entity, EntityMoved {})
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.expect("Unable to add EntityMoved flag to monster");
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entity_moved
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.insert(entity, EntityMoved {})
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.expect("Unable to add EntityMoved flag to monster");
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idx = map.xy_idx(pos.x, pos.y);
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map.blocked[idx] = true;
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viewshed.dirty = true;
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}
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idx = map.xy_idx(pos.x, pos.y);
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map.blocked[idx] = true;
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viewshed.dirty = true;
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}
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}
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}
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44
src/ai/quipping.rs
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44
src/ai/quipping.rs
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@ -0,0 +1,44 @@
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use ::rltk::{Point, RandomNumberGenerator};
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use ::specs::prelude::*;
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use crate::components::{MyTurn, Name, Quips, Viewshed};
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use crate::game_log::GameLog;
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pub struct QuipSystem {}
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impl<'a> System<'a> for QuipSystem {
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#[allow(clippy::type_complexity)]
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type SystemData = (
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WriteExpect<'a, GameLog>,
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WriteStorage<'a, Quips>,
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ReadStorage<'a, Name>,
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ReadStorage<'a, MyTurn>,
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ReadExpect<'a, Point>,
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ReadStorage<'a, Viewshed>,
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WriteExpect<'a, RandomNumberGenerator>,
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);
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fn run(&mut self, data: Self::SystemData) {
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let (mut gamelog, mut quips, names, turns, player_pos, viewsheds, mut rng) = data;
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for (quip, name, viewshed, _turn) in (&mut quips, &names, &viewsheds, &turns).join() {
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if !quip.available.is_empty()
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&& viewshed.visible_tiles.contains(&player_pos)
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&& rng.roll_dice(1, 6) == 1
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{
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let quip_index = if quip.available.len() == 1 {
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0
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} else {
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(rng.roll_dice(1, quip.available.len() as i32) - 1) as usize
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};
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gamelog.append(format!(
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"{} says \"{}\"",
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name.name, quip.available[quip_index]
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));
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quip.available.remove(quip_index);
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}
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}
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}
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}
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45
src/ai/turn_status.rs
Normal file
45
src/ai/turn_status.rs
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@ -0,0 +1,45 @@
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use ::specs::prelude::*;
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use crate::components::{Confusion, MyTurn};
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use crate::RunState;
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pub struct TurnStatusSystem {}
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impl<'a> System<'a> for TurnStatusSystem {
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#[allow(clippy::type_complexity)]
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type SystemData = (
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WriteStorage<'a, MyTurn>,
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WriteStorage<'a, Confusion>,
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Entities<'a>,
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ReadExpect<'a, RunState>,
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);
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fn run(&mut self, data: Self::SystemData) {
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let (mut turns, mut confusion, entities, runstate) = data;
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if *runstate != RunState::Ticking {
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return;
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}
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let mut not_my_turn: Vec<Entity> = Vec::new();
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let mut not_confused: Vec<Entity> = Vec::new();
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for (entity, _turn, confused) in (&entities, &mut turns, &mut confusion).join() {
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confused.turns -= 1;
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if confused.turns < 1 {
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not_confused.push(entity)
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} else {
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not_my_turn.push(entity);
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}
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}
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for e in not_my_turn {
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turns.remove(e);
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}
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for e in not_confused {
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confusion.remove(e);
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}
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}
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}
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@ -115,6 +115,12 @@ impl State {
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let mut initiative = ai::InitiativeSystem {};
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initiative.run_now(&self.ecs);
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let mut turnstatus = ai::TurnStatusSystem {};
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turnstatus.run_now(&self.ecs);
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let mut quipper = ai::QuipSystem {};
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quipper.run_now(&self.ecs);
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let mut mob = ai::MonsterAI {};
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mob.run_now(&self.ecs);
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@ -517,5 +523,5 @@ fn main() -> ::rltk::BError {
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gs.generate_world_map(1, 0);
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rltk::main_loop(context, gs)
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::rltk::main_loop(context, gs)
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}
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