ai refactor, mob spawns now take into account player level, small fixes

This commit is contained in:
Llywelwyn 2023-07-31 22:24:38 +01:00
parent c00418f7c8
commit 6cef899ef6
21 changed files with 301 additions and 148 deletions

View file

@ -1,4 +1,4 @@
use super::{gamelog, Bystander, EntityMoved, Map, Name, Point, Position, Quips, TakingTurn, Viewshed};
use super::{Bystander, EntityMoved, Map, Position, TakingTurn, Viewshed};
use specs::prelude::*;
pub struct BystanderAI {}
@ -13,54 +13,15 @@ impl<'a> System<'a> for BystanderAI {
WriteStorage<'a, Position>,
WriteStorage<'a, EntityMoved>,
WriteExpect<'a, rltk::RandomNumberGenerator>,
ReadExpect<'a, Point>,
WriteStorage<'a, Quips>,
ReadStorage<'a, Name>,
ReadStorage<'a, TakingTurn>,
);
fn run(&mut self, data: Self::SystemData) {
let (
mut map,
entities,
mut viewshed,
bystander,
mut position,
mut entity_moved,
mut rng,
player_pos,
mut quips,
names,
turns,
) = data;
let (mut map, entities, mut viewshed, bystander, mut position, mut entity_moved, mut rng, turns) = data;
for (entity, mut viewshed, _bystander, mut pos, _turn) in
(&entities, &mut viewshed, &bystander, &mut position, &turns).join()
{
// Possibly quip
let quip = quips.get_mut(entity);
if let Some(quip) = quip {
if !quip.available.is_empty()
&& viewshed.visible_tiles.contains(&player_pos)
&& rng.roll_dice(1, 20) == 1
{
let name = names.get(entity);
let quip_index = if quip.available.len() == 1 {
0
} else {
(rng.roll_dice(1, quip.available.len() as i32) - 1) as usize
};
gamelog::Logger::new()
.append("The")
.npc_name(&name.unwrap().name)
.append_n("says \"")
.append_n(&quip.available[quip_index])
.append("\"")
.log();
quip.available.remove(quip_index);
}
}
// Try to move randomly
let mut x = pos.x;
let mut y = pos.y;