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roguelike-game/src/systems/ai/flee_ai_system.rs

54 lines
1.7 KiB
Rust

use ::rltk::prelude::*;
use ::specs::prelude::*;
use crate::components::{ApplyMove, MyTurn, Position, WantsToFlee};
use crate::{spatial, Map};
pub struct FleeAI {}
impl<'a> System<'a> for FleeAI {
#[allow(clippy::type_complexity)]
type SystemData = (
WriteStorage<'a, MyTurn>,
WriteStorage<'a, WantsToFlee>,
WriteStorage<'a, Position>,
WriteExpect<'a, Map>,
Entities<'a>,
WriteStorage<'a, ApplyMove>,
);
fn run(&mut self, data: Self::SystemData) {
let (mut turns, mut want_flee, positions, mut map, entities, mut apply_move) = data;
let mut turn_done: Vec<Entity> = Vec::new();
for (entity, pos, flee, _myturn) in (&entities, &positions, &want_flee, &turns).join() {
turn_done.push(entity);
let my_idx = map.xy_idx(pos.x, pos.y);
map.populate_blocked();
let flee_map = DijkstraMap::new(map.width, map.height, &flee.indices, &*map, 100.0);
if let Some(flee_target) = DijkstraMap::find_highest_exit(&flee_map, my_idx, &*map) {
if !spatial::is_blocked(flee_target) {
apply_move
.insert(
entity,
ApplyMove {
dest_idx: flee_target,
},
)
.expect("Unable to insert intention to flee");
turn_done.push(entity);
}
}
}
want_flee.clear();
// Remove turn marker for those that are done
for done in turn_done.iter() {
turns.remove(*done);
}
}
}