use ::bracket_lib::prelude::*; use ::specs::prelude::*; use crate::components::{BlocksVisibility, Hidden, Name}; use crate::rng::roll_dice; use crate::{colors, gamelog, spatial, Map, Player, Position, Viewshed}; pub struct VisibilitySystem {} impl<'a> System<'a> for VisibilitySystem { #[allow(clippy::type_complexity)] type SystemData = ( WriteExpect<'a, Map>, Entities<'a>, WriteStorage<'a, Viewshed>, ReadStorage<'a, Position>, ReadStorage<'a, Player>, WriteStorage<'a, Hidden>, ReadStorage<'a, Name>, ReadStorage<'a, BlocksVisibility>, ); fn run(&mut self, data: Self::SystemData) { let (mut map, entities, mut viewshed, pos, player, mut hidden, names, blocks_visibility) = data; map.view_blocked.clear(); for (block_pos, _block) in (&pos, &blocks_visibility).join() { let idx = map.xy_idx(block_pos.x, block_pos.y); map.view_blocked.insert(idx); } for (ent, viewshed, pos) in (&entities, &mut viewshed, &pos).join() { if viewshed.dirty { viewshed.dirty = false; 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 if player.get(ent).is_some() { for t in map.visible_tiles.iter_mut() { *t = false } for vis in viewshed.visible_tiles.iter() { let idx = map.xy_idx(vis.x, vis.y); map.revealed_tiles[idx] = true; map.visible_tiles[idx] = true; // Chance to reveal hidden things spatial::for_each_tile_content(idx, |e| { let maybe_hidden = hidden.get(e); if let Some(_maybe_hidden) = maybe_hidden { if roll_dice(1, 24) == 1 { let name = names.get(e); if let Some(name) = name { gamelog::line("You spotted:") .append_color(colors::RED, &name.name) .log(); } hidden.remove(e); } } }); } } } } } }