ChaseAI{}, FleeAI{}, removal of monster/bystander tags
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13 changed files with 234 additions and 187 deletions
85
src/ai/chase_ai_system.rs
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85
src/ai/chase_ai_system.rs
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use crate::{Chasing, EntityMoved, Map, Position, TakingTurn, Telepath, Viewshed};
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use rltk::prelude::*;
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use specs::prelude::*;
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use std::collections::HashMap;
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// If the target is beyond this distance, they're no longer being detected,
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// so stop following them. This is essentially a combined value of the sound
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// the target might be making, noise, light, etc., anything they could do to
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// be detected. As those constituent systems are developed, this value should
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// be changed to being a result of some calculations between them.
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const MAX_CHASE_DISTANCE: usize = 15;
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pub struct ChaseAI {}
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impl<'a> System<'a> for ChaseAI {
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#[allow(clippy::type_complexity)]
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type SystemData = (
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WriteStorage<'a, TakingTurn>,
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WriteStorage<'a, Chasing>,
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WriteStorage<'a, Position>,
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WriteExpect<'a, Map>,
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WriteStorage<'a, Viewshed>,
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WriteStorage<'a, Telepath>,
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WriteStorage<'a, EntityMoved>,
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Entities<'a>,
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);
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fn run(&mut self, data: Self::SystemData) {
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let (mut turns, mut chasing, mut positions, mut map, mut viewsheds, mut telepaths, mut entity_moved, entities) =
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data;
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let mut targets: HashMap<Entity, (i32, i32)> = HashMap::new();
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let mut end_chase: Vec<Entity> = Vec::new();
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// For every chasing entity with a turn, look for a valid target position,
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// and if found, store that position in a temporary HashMap. This gets around
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// needing to read Position twice - that would cause borrowchecker issues.
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// If there's no valid target found, remove the chasing component.
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for (entity, _turn, chasing) in (&entities, &turns, &chasing).join() {
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if let Some(target_pos) = positions.get(chasing.target) {
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targets.insert(entity, (target_pos.x, target_pos.y));
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} else {
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end_chase.push(entity);
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}
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}
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for done in end_chase.iter() {
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chasing.remove(*done);
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}
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end_chase.clear();
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// Iterate over everyone who is *still* chasing, and path to the target
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// stored in the HashMap. If successful, follow the path. If not, remove
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// the chasing component.
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let mut turn_done: Vec<Entity> = Vec::new();
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for (entity, _turn, mut pos, _chase, mut viewshed) in
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(&entities, &turns, &mut positions, &chasing, &mut viewsheds).join()
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{
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turn_done.push(entity);
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let target_pos = targets[&entity];
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let path = a_star_search(
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map.xy_idx(pos.x, pos.y) as i32,
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map.xy_idx(target_pos.0, target_pos.1) as i32,
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&mut *map,
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);
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if path.success && path.steps.len() > 1 && path.steps.len() < MAX_CHASE_DISTANCE {
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let mut idx = map.xy_idx(pos.x, pos.y);
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map.blocked[idx] = false;
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pos.x = path.steps[1] as i32 % map.width;
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pos.y = path.steps[1] as i32 / map.width;
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entity_moved.insert(entity, EntityMoved {}).expect("Failed to insert EntityMoved");
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idx = map.xy_idx(pos.x, pos.y);
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map.blocked[idx] = true;
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viewshed.dirty = true;
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if let Some(is_telepath) = telepaths.get_mut(entity) {
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is_telepath.dirty = true;
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}
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turn_done.push(entity);
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} else {
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end_chase.push(entity);
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}
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}
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for done in end_chase.iter() {
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chasing.remove(*done);
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}
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for done in turn_done.iter() {
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turns.remove(*done);
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}
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}
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}
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