45 lines
1.5 KiB
Rust
45 lines
1.5 KiB
Rust
use super::{Map, Player, Position, Viewshed};
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use rltk::{field_of_view, Point};
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use specs::prelude::*;
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pub struct VisibilitySystem {}
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impl<'a> System<'a> for VisibilitySystem {
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type SystemData = (
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WriteExpect<'a, Map>,
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Entities<'a>,
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WriteStorage<'a, Viewshed>,
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WriteStorage<'a, Position>,
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ReadStorage<'a, Player>,
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);
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fn run(&mut self, data: Self::SystemData) {
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let (mut map, entities, mut viewshed, pos, player) = data;
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for (ent, viewshed, pos) in (&entities, &mut viewshed, &pos).join() {
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if viewshed.dirty {
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viewshed.dirty = false;
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viewshed.visible_tiles.clear();
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viewshed.visible_tiles =
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field_of_view(Point::new(pos.x, pos.y), viewshed.range, &*map);
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viewshed
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.visible_tiles
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.retain(|p| p.x >= 0 && p.x < map.width && p.y >= 0 && p.y < map.height);
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// if this is the player, reveal what they can see
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let _p: Option<&Player> = player.get(ent);
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if let Some(_p) = _p {
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for t in map.visible_tiles.iter_mut() {
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*t = false
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}
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for vis in viewshed.visible_tiles.iter() {
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let idx = map.xy_idx(vis.x, vis.y);
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map.revealed_tiles[idx] = true;
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map.visible_tiles[idx] = true;
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}
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}
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}
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}
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}
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}
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