use ::specs::prelude::*; use crate::components::{ApplyMove, MoveMode, Movement, MyTurn, Position}; use crate::rng::roll_dice; use crate::{spatial, tile_walkable, Map}; pub struct DefaultMoveAI {} impl<'a> System<'a> for DefaultMoveAI { #[allow(clippy::type_complexity)] type SystemData = ( WriteStorage<'a, MyTurn>, WriteStorage<'a, MoveMode>, ReadStorage<'a, Position>, ReadExpect<'a, Map>, WriteStorage<'a, ApplyMove>, Entities<'a>, ); fn run(&mut self, data: Self::SystemData) { let (mut turns, mut move_mode, positions, map, mut apply_move, entities) = data; let mut turn_done: Vec = Vec::new(); for (entity, pos, mut mode, _myturn) in (&entities, &positions, &mut move_mode, &turns).join() { turn_done.push(entity); match &mut mode.mode { Movement::Static => {} Movement::Random => { let mut x = pos.x; let mut y = pos.y; match 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 !spatial::is_blocked(dest_idx) { apply_move .insert(entity, ApplyMove { dest_idx }) .expect("Unable to insert intent to move."); turn_done.push(entity); } } } Movement::RandomWaypoint { path } => { if let Some(path) = path { // We have a target - go there if path.len() > 1 { if !spatial::is_blocked(path[1]) { apply_move .insert(entity, ApplyMove { dest_idx: path[1] }) .expect("Unable to insert intent to move."); path.remove(0); // Remove the first step in the path turn_done.push(entity); } } else { // Otherwise we wait a turn to see if the path clears up mode.mode = Movement::RandomWaypoint { path: None }; } } else { let target_x = roll_dice(1, map.width - 2); let target_y = roll_dice(1, map.height - 2); let idx = map.xy_idx(target_x, target_y); if tile_walkable(map.tiles[idx]) { let path = ::rltk::a_star_search( map.xy_idx(pos.x, pos.y) as i32, map.xy_idx(target_x, target_y) as i32, &*map, ); if path.success && path.steps.len() > 1 { mode.mode = Movement::RandomWaypoint { path: Some(path.steps), }; } } } } } } // Remove turn marker for those that are done for done in turn_done.iter() { turns.remove(*done); } } }