use crate::{ components::Hidden, components::Name, game_log::GameLog, Map, Player, Position, Viewshed, }; use rltk::{field_of_view, Point}; use specs::prelude::*; 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>, WriteExpect<'a, rltk::RandomNumberGenerator>, WriteExpect<'a, GameLog>, ReadStorage<'a, Name>, ); fn run(&mut self, data: Self::SystemData) { let (mut map, entities, mut viewshed, pos, player, mut hidden, mut rng, mut log, names) = data; 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 let Some(_p) = player.get(ent) { 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 for e in map.tile_content[idx].iter() { if let Some(_maybe_hidden) = hidden.get(*e) { if rng.roll_dice(1, 24) == 1 { if let Some(name) = names.get(*e) { log.append(format!("You spotted a {}.", &name.name)); } hidden.remove(*e); } } } } } } } } }