mapgen visualisation

This commit is contained in:
Llywelwyn 2023-07-15 13:38:51 +01:00
parent 011b26088e
commit 0728a1db41
6 changed files with 144 additions and 81 deletions

View file

@ -6,7 +6,7 @@ use rltk::{Point, RandomNumberGenerator, Rltk, VirtualKeyCode};
use specs::prelude::*;
use std::cmp::{max, min};
pub fn try_move_player(delta_x: i32, delta_y: i32, ecs: &mut World) {
pub fn try_move_player(delta_x: i32, delta_y: i32, ecs: &mut World) -> bool {
let mut positions = ecs.write_storage::<Position>();
let mut players = ecs.write_storage::<Player>();
let mut viewsheds = ecs.write_storage::<Viewshed>();
@ -24,7 +24,7 @@ pub fn try_move_player(delta_x: i32, delta_y: i32, ecs: &mut World) {
|| pos.y + delta_y < 1
|| pos.y + delta_y > map.height - 1
{
return;
return false;
}
let destination_idx = map.xy_idx(pos.x + delta_x, pos.y + delta_y);
@ -32,56 +32,62 @@ pub fn try_move_player(delta_x: i32, delta_y: i32, ecs: &mut World) {
let target = combat_stats.get(*potential_target);
if let Some(_target) = target {
wants_to_melee.insert(entity, WantsToMelee { target: *potential_target }).expect("Add target failed.");
return;
return true;
}
}
if !map.blocked[destination_idx] {
let names = ecs.read_storage::<Name>();
let hidden = ecs.read_storage::<Hidden>();
// Push every entity name in the pile to a vector of strings
let mut item_names: Vec<String> = Vec::new();
let mut some = false;
for entity in map.tile_content[destination_idx].iter() {
if let Some(_hidden) = hidden.get(*entity) {
} else {
if let Some(name) = names.get(*entity) {
let item_name = &name.name;
item_names.push(item_name.to_string());
some = true;
}
}
}
// If some names were found, append. Logger = logger is necessary
// makes logger called a mutable self. It's not the most efficient
// but it happens infrequently enough (once per player turn at most)
// that it shouldn't matter.
if some {
let mut logger = gamelog::Logger::new().append("You see a");
for i in 0..item_names.len() {
if i > 0 && i < item_names.len() {
logger = logger.append(", a");
}
logger = logger.item_name_n(&item_names[i]);
}
logger.period().log();
}
pos.x = min((MAPWIDTH as i32) - 1, max(0, pos.x + delta_x));
pos.y = min((MAPHEIGHT as i32) - 1, max(0, pos.y + delta_y));
// Dirty viewsheds, and check only now if telepath viewshed exists
viewshed.dirty = true;
let is_telepath = telepaths.get_mut(entity);
if let Some(telepathy) = is_telepath {
telepathy.dirty = true;
}
let mut ppos = ecs.write_resource::<Point>();
ppos.x = pos.x;
ppos.y = pos.y;
entity_moved.insert(entity, EntityMoved {}).expect("Unable to insert marker");
if map.blocked[destination_idx] {
return false;
}
let names = ecs.read_storage::<Name>();
let hidden = ecs.read_storage::<Hidden>();
// Push every entity name in the pile to a vector of strings
let mut item_names: Vec<String> = Vec::new();
let mut some = false;
for entity in map.tile_content[destination_idx].iter() {
if let Some(_hidden) = hidden.get(*entity) {
} else {
if let Some(name) = names.get(*entity) {
let item_name = &name.name;
item_names.push(item_name.to_string());
some = true;
}
}
}
// If some names were found, append. Logger = logger is necessary
// makes logger called a mutable self. It's not the most efficient
// but it happens infrequently enough (once per player turn at most)
// that it shouldn't matter.
if some {
let mut logger = gamelog::Logger::new().append("You see a");
for i in 0..item_names.len() {
if i > 0 && i < item_names.len() {
logger = logger.append(", a");
}
logger = logger.item_name_n(&item_names[i]);
}
logger.period().log();
}
pos.x = min((MAPWIDTH as i32) - 1, max(0, pos.x + delta_x));
pos.y = min((MAPHEIGHT as i32) - 1, max(0, pos.y + delta_y));
// Dirty viewsheds, and check only now if telepath viewshed exists
viewshed.dirty = true;
let is_telepath = telepaths.get_mut(entity);
if let Some(telepathy) = is_telepath {
telepathy.dirty = true;
}
let mut ppos = ecs.write_resource::<Point>();
ppos.x = pos.x;
ppos.y = pos.y;
entity_moved.insert(entity, EntityMoved {}).expect("Unable to insert marker");
return true;
}
return false;
}
fn get_item(ecs: &mut World) {
@ -111,27 +117,28 @@ fn get_item(ecs: &mut World) {
pub fn player_input(gs: &mut State, ctx: &mut Rltk) -> RunState {
// Player movement
let mut result = false;
match ctx.key {
None => return RunState::AwaitingInput,
Some(key) => match key {
// Cardinals
VirtualKeyCode::Left | VirtualKeyCode::Numpad4 | VirtualKeyCode::H => {
try_move_player(-1, 0, &mut gs.ecs);
result = try_move_player(-1, 0, &mut gs.ecs);
}
VirtualKeyCode::Right | VirtualKeyCode::Numpad6 | VirtualKeyCode::L => {
try_move_player(1, 0, &mut gs.ecs);
result = try_move_player(1, 0, &mut gs.ecs);
}
VirtualKeyCode::Up | VirtualKeyCode::Numpad8 | VirtualKeyCode::K => {
try_move_player(0, -1, &mut gs.ecs);
result = try_move_player(0, -1, &mut gs.ecs);
}
VirtualKeyCode::Down | VirtualKeyCode::Numpad2 | VirtualKeyCode::J => {
try_move_player(0, 1, &mut gs.ecs);
result = try_move_player(0, 1, &mut gs.ecs);
}
// Diagonals
VirtualKeyCode::Numpad9 | VirtualKeyCode::U => try_move_player(1, -1, &mut gs.ecs),
VirtualKeyCode::Numpad7 | VirtualKeyCode::Y => try_move_player(-1, -1, &mut gs.ecs),
VirtualKeyCode::Numpad3 | VirtualKeyCode::N => try_move_player(1, 1, &mut gs.ecs),
VirtualKeyCode::Numpad1 | VirtualKeyCode::B => try_move_player(-1, 1, &mut gs.ecs),
VirtualKeyCode::Numpad9 | VirtualKeyCode::U => result = try_move_player(1, -1, &mut gs.ecs),
VirtualKeyCode::Numpad7 | VirtualKeyCode::Y => result = try_move_player(-1, -1, &mut gs.ecs),
VirtualKeyCode::Numpad3 | VirtualKeyCode::N => result = try_move_player(1, 1, &mut gs.ecs),
VirtualKeyCode::Numpad1 | VirtualKeyCode::B => result = try_move_player(-1, 1, &mut gs.ecs),
// Depth
VirtualKeyCode::Period => {
if ctx.shift {
@ -158,7 +165,11 @@ pub fn player_input(gs: &mut State, ctx: &mut Rltk) -> RunState {
}
},
}
RunState::PlayerTurn
if result {
return RunState::PlayerTurn;
} else {
return RunState::AwaitingInput;
}
}
pub fn try_next_level(ecs: &mut World) -> bool {