mapgen visualisation
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parent
011b26088e
commit
0728a1db41
6 changed files with 144 additions and 81 deletions
123
src/player.rs
123
src/player.rs
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@ -6,7 +6,7 @@ use rltk::{Point, RandomNumberGenerator, Rltk, VirtualKeyCode};
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use specs::prelude::*;
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use std::cmp::{max, min};
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pub fn try_move_player(delta_x: i32, delta_y: i32, ecs: &mut World) {
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pub fn try_move_player(delta_x: i32, delta_y: i32, ecs: &mut World) -> bool {
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let mut positions = ecs.write_storage::<Position>();
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let mut players = ecs.write_storage::<Player>();
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let mut viewsheds = ecs.write_storage::<Viewshed>();
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@ -24,7 +24,7 @@ pub fn try_move_player(delta_x: i32, delta_y: i32, ecs: &mut World) {
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|| pos.y + delta_y < 1
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|| pos.y + delta_y > map.height - 1
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{
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return;
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return false;
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}
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let destination_idx = map.xy_idx(pos.x + delta_x, pos.y + delta_y);
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@ -32,56 +32,62 @@ pub fn try_move_player(delta_x: i32, delta_y: i32, ecs: &mut World) {
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let target = combat_stats.get(*potential_target);
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if let Some(_target) = target {
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wants_to_melee.insert(entity, WantsToMelee { target: *potential_target }).expect("Add target failed.");
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return;
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return true;
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}
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}
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if !map.blocked[destination_idx] {
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let names = ecs.read_storage::<Name>();
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let hidden = ecs.read_storage::<Hidden>();
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// Push every entity name in the pile to a vector of strings
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let mut item_names: Vec<String> = Vec::new();
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let mut some = false;
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for entity in map.tile_content[destination_idx].iter() {
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if let Some(_hidden) = hidden.get(*entity) {
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} else {
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if let Some(name) = names.get(*entity) {
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let item_name = &name.name;
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item_names.push(item_name.to_string());
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some = true;
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}
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}
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}
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// If some names were found, append. Logger = logger is necessary
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// makes logger called a mutable self. It's not the most efficient
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// but it happens infrequently enough (once per player turn at most)
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// that it shouldn't matter.
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if some {
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let mut logger = gamelog::Logger::new().append("You see a");
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for i in 0..item_names.len() {
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if i > 0 && i < item_names.len() {
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logger = logger.append(", a");
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}
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logger = logger.item_name_n(&item_names[i]);
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}
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logger.period().log();
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}
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pos.x = min((MAPWIDTH as i32) - 1, max(0, pos.x + delta_x));
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pos.y = min((MAPHEIGHT as i32) - 1, max(0, pos.y + delta_y));
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// Dirty viewsheds, and check only now if telepath viewshed exists
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viewshed.dirty = true;
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let is_telepath = telepaths.get_mut(entity);
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if let Some(telepathy) = is_telepath {
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telepathy.dirty = true;
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}
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let mut ppos = ecs.write_resource::<Point>();
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ppos.x = pos.x;
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ppos.y = pos.y;
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entity_moved.insert(entity, EntityMoved {}).expect("Unable to insert marker");
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if map.blocked[destination_idx] {
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return false;
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}
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let names = ecs.read_storage::<Name>();
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let hidden = ecs.read_storage::<Hidden>();
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// Push every entity name in the pile to a vector of strings
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let mut item_names: Vec<String> = Vec::new();
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let mut some = false;
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for entity in map.tile_content[destination_idx].iter() {
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if let Some(_hidden) = hidden.get(*entity) {
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} else {
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if let Some(name) = names.get(*entity) {
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let item_name = &name.name;
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item_names.push(item_name.to_string());
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some = true;
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}
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}
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}
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// If some names were found, append. Logger = logger is necessary
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// makes logger called a mutable self. It's not the most efficient
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// but it happens infrequently enough (once per player turn at most)
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// that it shouldn't matter.
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if some {
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let mut logger = gamelog::Logger::new().append("You see a");
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for i in 0..item_names.len() {
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if i > 0 && i < item_names.len() {
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logger = logger.append(", a");
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}
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logger = logger.item_name_n(&item_names[i]);
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}
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logger.period().log();
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}
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pos.x = min((MAPWIDTH as i32) - 1, max(0, pos.x + delta_x));
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pos.y = min((MAPHEIGHT as i32) - 1, max(0, pos.y + delta_y));
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// Dirty viewsheds, and check only now if telepath viewshed exists
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viewshed.dirty = true;
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let is_telepath = telepaths.get_mut(entity);
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if let Some(telepathy) = is_telepath {
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telepathy.dirty = true;
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}
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let mut ppos = ecs.write_resource::<Point>();
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ppos.x = pos.x;
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ppos.y = pos.y;
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entity_moved.insert(entity, EntityMoved {}).expect("Unable to insert marker");
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return true;
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}
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return false;
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}
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fn get_item(ecs: &mut World) {
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@ -111,27 +117,28 @@ fn get_item(ecs: &mut World) {
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pub fn player_input(gs: &mut State, ctx: &mut Rltk) -> RunState {
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// Player movement
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let mut result = false;
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match ctx.key {
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None => return RunState::AwaitingInput,
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Some(key) => match key {
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// Cardinals
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VirtualKeyCode::Left | VirtualKeyCode::Numpad4 | VirtualKeyCode::H => {
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try_move_player(-1, 0, &mut gs.ecs);
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result = try_move_player(-1, 0, &mut gs.ecs);
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}
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VirtualKeyCode::Right | VirtualKeyCode::Numpad6 | VirtualKeyCode::L => {
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try_move_player(1, 0, &mut gs.ecs);
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result = try_move_player(1, 0, &mut gs.ecs);
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}
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VirtualKeyCode::Up | VirtualKeyCode::Numpad8 | VirtualKeyCode::K => {
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try_move_player(0, -1, &mut gs.ecs);
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result = try_move_player(0, -1, &mut gs.ecs);
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}
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VirtualKeyCode::Down | VirtualKeyCode::Numpad2 | VirtualKeyCode::J => {
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try_move_player(0, 1, &mut gs.ecs);
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result = try_move_player(0, 1, &mut gs.ecs);
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}
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// Diagonals
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VirtualKeyCode::Numpad9 | VirtualKeyCode::U => try_move_player(1, -1, &mut gs.ecs),
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VirtualKeyCode::Numpad7 | VirtualKeyCode::Y => try_move_player(-1, -1, &mut gs.ecs),
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VirtualKeyCode::Numpad3 | VirtualKeyCode::N => try_move_player(1, 1, &mut gs.ecs),
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VirtualKeyCode::Numpad1 | VirtualKeyCode::B => try_move_player(-1, 1, &mut gs.ecs),
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VirtualKeyCode::Numpad9 | VirtualKeyCode::U => result = try_move_player(1, -1, &mut gs.ecs),
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VirtualKeyCode::Numpad7 | VirtualKeyCode::Y => result = try_move_player(-1, -1, &mut gs.ecs),
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VirtualKeyCode::Numpad3 | VirtualKeyCode::N => result = try_move_player(1, 1, &mut gs.ecs),
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VirtualKeyCode::Numpad1 | VirtualKeyCode::B => result = try_move_player(-1, 1, &mut gs.ecs),
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// Depth
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VirtualKeyCode::Period => {
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if ctx.shift {
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@ -158,7 +165,11 @@ pub fn player_input(gs: &mut State, ctx: &mut Rltk) -> RunState {
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}
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},
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}
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RunState::PlayerTurn
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if result {
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return RunState::PlayerTurn;
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} else {
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return RunState::AwaitingInput;
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}
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}
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pub fn try_next_level(ecs: &mut World) -> bool {
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