prevents energy from ticking up whilst AI is culled

This commit is contained in:
Llywelwyn 2023-08-15 21:18:28 +01:00
parent f2b58a3feb
commit 2887bb9736
6 changed files with 53 additions and 11 deletions

View file

@ -1,4 +1,4 @@
use crate::{EntityMoved, Map, MoveMode, Movement, Position, TakingTurn, Telepath, Viewshed};
use crate::{tile_walkable, EntityMoved, Map, MoveMode, Movement, Position, TakingTurn, Telepath, Viewshed};
use specs::prelude::*;
// Rolling a 1d8+x to decide where to move, where x are the number
@ -10,7 +10,7 @@ pub struct DefaultAI {}
impl<'a> System<'a> for DefaultAI {
type SystemData = (
WriteStorage<'a, TakingTurn>,
ReadStorage<'a, MoveMode>,
WriteStorage<'a, MoveMode>,
WriteStorage<'a, Position>,
WriteExpect<'a, Map>,
WriteStorage<'a, Viewshed>,
@ -23,7 +23,7 @@ impl<'a> System<'a> for DefaultAI {
fn run(&mut self, data: Self::SystemData) {
let (
mut turns,
move_mode,
mut move_mode,
mut positions,
mut map,
mut viewsheds,
@ -33,11 +33,11 @@ impl<'a> System<'a> for DefaultAI {
entities,
) = data;
let mut turn_done: Vec<Entity> = Vec::new();
for (entity, _turn, mut pos, move_mode, mut viewshed) in
(&entities, &turns, &mut positions, &move_mode, &mut viewsheds).join()
for (entity, _turn, mut pos, mut move_mode, mut viewshed) in
(&entities, &turns, &mut positions, &mut move_mode, &mut viewsheds).join()
{
turn_done.push(entity);
match move_mode.mode {
match &mut move_mode.mode {
Movement::Static => {}
Movement::Random => {
let mut x = pos.x;
@ -83,6 +83,43 @@ impl<'a> System<'a> for DefaultAI {
}
}
}
Movement::RandomWaypoint { path } => {
if let Some(path) = path {
// We have a path - follow it
let mut idx = map.xy_idx(pos.x, pos.y);
if path.len() > 1 {
if !map.blocked[path[1] as usize] {
map.blocked[idx] = false;
pos.x = path[1] as i32 % map.width;
pos.y = path[1] as i32 / map.width;
entity_moved.insert(entity, EntityMoved {}).expect("Unable to insert EntityMoved");
idx = map.xy_idx(pos.x, pos.y);
map.blocked[idx] = true;
viewshed.dirty = true;
if let Some(is_telepath) = telepaths.get_mut(entity) {
is_telepath.dirty = true;
}
path.remove(0);
}
} else {
move_mode.mode = Movement::RandomWaypoint { path: None };
}
} else {
let target_x = rng.roll_dice(1, map.width - 2);
let target_y = rng.roll_dice(1, map.height - 2);
let idx = map.xy_idx(target_x, target_y);
if tile_walkable(map.tiles[idx]) {
let path = rltk::a_star_search(
map.xy_idx(pos.x, pos.y) as i32,
map.xy_idx(target_x, target_y) as i32,
&mut *map,
);
if path.success && path.steps.len() > 1 {
move_mode.mode = Movement::RandomWaypoint { path: Some(path.steps) };
}
}
}
}
}
}
for done in turn_done.iter() {