ApproachAI {}
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5 changed files with 75 additions and 3 deletions
10
Cargo.toml
10
Cargo.toml
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@ -20,4 +20,12 @@ criterion = { version = "^0.5" }
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[[bench]]
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name = "systems_benchmark"
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harness = false
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harness = false
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# Enable max optimizations for dependencies, but not for our code:
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[profile.dev.package."*"]
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opt-level = 3
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# Enable only a small amount of optimization in debug mode
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# [profile.dev]
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# opt-level = 1
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60
src/ai/approach_ai_system.rs
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60
src/ai/approach_ai_system.rs
Normal file
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@ -0,0 +1,60 @@
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use crate::{EntityMoved, Map, Position, TakingTurn, Telepath, Viewshed, WantsToApproach};
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use rltk::prelude::*;
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use specs::prelude::*;
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pub struct ApproachAI {}
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impl<'a> System<'a> for ApproachAI {
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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, WantsToApproach>,
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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 (
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mut turns,
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mut wants_to_approach,
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mut positions,
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mut map,
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mut viewsheds,
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mut telepaths,
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mut entity_moved,
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entities,
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) = data;
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let mut turn_done: Vec<Entity> = Vec::new();
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for (entity, mut pos, approach, mut viewshed, _turn) in
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(&entities, &mut positions, &wants_to_approach, &mut viewsheds, &turns).join()
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{
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turn_done.push(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(approach.idx % map.width, approach.idx / map.width) as i32,
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&mut *map,
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);
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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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entity_moved.insert(entity, EntityMoved {}).expect("Unable 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(telepath) = telepaths.get_mut(entity) {
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telepath.dirty = true;
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}
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}
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}
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wants_to_approach.clear();
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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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@ -16,3 +16,5 @@ mod adjacent_ai_system;
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pub use adjacent_ai_system::AdjacentAI;
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mod visible_ai_system;
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pub use visible_ai_system::VisibleAI;
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mod approach_ai_system;
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pub use approach_ai_system::ApproachAI;
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@ -9,7 +9,7 @@ pub struct VisibleAI {}
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impl<'a> System<'a> for VisibleAI {
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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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ReadStorage<'a, TakingTurn>,
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ReadStorage<'a, Faction>,
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ReadStorage<'a, Position>,
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ReadExpect<'a, Map>,
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@ -24,7 +24,7 @@ impl<'a> System<'a> for VisibleAI {
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fn run(&mut self, data: Self::SystemData) {
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let (
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mut turns,
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turns,
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factions,
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positions,
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map,
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@ -98,6 +98,7 @@ impl State {
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let mut quip_system = ai::QuipSystem {};
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let mut adjacent_ai = ai::AdjacentAI {};
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let mut visible_ai = ai::VisibleAI {};
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let mut approach_ai = ai::ApproachAI {};
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let mut mob = ai::MonsterAI {};
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let mut bystanders = ai::BystanderAI {};
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let mut trigger_system = trigger_system::TriggerSystem {};
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@ -120,6 +121,7 @@ impl State {
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quip_system.run_now(&self.ecs);
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adjacent_ai.run_now(&self.ecs);
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visible_ai.run_now(&self.ecs);
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approach_ai.run_now(&self.ecs);
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mob.run_now(&self.ecs);
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bystanders.run_now(&self.ecs);
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trigger_system.run_now(&self.ecs);
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