scroll of confusion
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parent
d4d25955cc
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5 changed files with 107 additions and 28 deletions
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@ -1,4 +1,4 @@
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use super::{Map, Monster, Position, RunState, Viewshed, WantsToMelee};
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use super::{gamelog::GameLog, Confusion, Map, Monster, Name, Position, RunState, Viewshed, WantsToMelee};
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use rltk::Point;
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use specs::prelude::*;
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@ -8,6 +8,7 @@ impl<'a> System<'a> for MonsterAI {
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#[allow(clippy::type_complexity)]
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type SystemData = (
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WriteExpect<'a, Map>,
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WriteExpect<'a, GameLog>,
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ReadExpect<'a, Point>,
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ReadExpect<'a, Entity>,
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ReadExpect<'a, RunState>,
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@ -16,11 +17,14 @@ impl<'a> System<'a> for MonsterAI {
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ReadStorage<'a, Monster>,
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WriteStorage<'a, Position>,
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WriteStorage<'a, WantsToMelee>,
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WriteStorage<'a, Confusion>,
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ReadStorage<'a, Name>,
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);
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fn run(&mut self, data: Self::SystemData) {
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let (
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mut map,
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mut gamelog,
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player_pos,
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player_entity,
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runstate,
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@ -29,6 +33,8 @@ impl<'a> System<'a> for MonsterAI {
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monster,
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mut position,
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mut wants_to_melee,
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mut confused,
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name,
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) = data;
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if *runstate != RunState::MonsterTurn {
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@ -36,25 +42,42 @@ impl<'a> System<'a> for MonsterAI {
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}
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for (entity, mut viewshed, _monster, mut pos) in (&entities, &mut viewshed, &monster, &mut position).join() {
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let distance = rltk::DistanceAlg::Pythagoras.distance2d(Point::new(pos.x, pos.y), *player_pos);
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if distance < 1.5 {
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wants_to_melee
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.insert(entity, WantsToMelee { target: *player_entity })
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.expect("Unable to insert attack.");
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} else if viewshed.visible_tiles.contains(&*player_pos) {
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// If the player is visible, but the path is obstructed, this will currently search
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// the entire map (i.e. Will do a huge ASTAR to find an alternate route), and the
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// mob will follow that path until it leaves vision, then lose sight of the player
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// and stop.
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let path = rltk::a_star_search(map.xy_idx(pos.x, pos.y), map.xy_idx(player_pos.x, player_pos.y), &*map);
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if path.success && path.steps.len() > 1 {
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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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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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let mut can_act = true;
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// Check confusion
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let is_confused = confused.get_mut(entity);
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if let Some(i_am_confused) = is_confused {
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i_am_confused.turns -= 1;
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if i_am_confused.turns < 1 {
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confused.remove(entity);
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}
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let entity_name = name.get(entity).unwrap();
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gamelog.entries.push(format!("{} is confused!", entity_name.name));
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can_act = false;
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}
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if can_act {
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let distance = rltk::DistanceAlg::Pythagoras.distance2d(Point::new(pos.x, pos.y), *player_pos);
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if distance < 1.5 {
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wants_to_melee
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.insert(entity, WantsToMelee { target: *player_entity })
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.expect("Unable to insert attack.");
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} else if viewshed.visible_tiles.contains(&*player_pos) {
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// If the player is visible, but the path is obstructed, this will currently search
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// the entire map (i.e. Will do a huge ASTAR to find an alternate route), and the
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// mob will follow that path until it leaves vision, then lose sight of the player
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// and stop.
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let path =
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rltk::a_star_search(map.xy_idx(pos.x, pos.y), map.xy_idx(player_pos.x, player_pos.y), &*map);
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if path.success && path.steps.len() > 1 {
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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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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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}
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}
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}
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}
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