gui, inventory, symmetrical shadowcasting, bugfixes
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5b7eac3165
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986adb6fce
10 changed files with 355 additions and 71 deletions
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@ -1,4 +1,7 @@
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use super::{CombatStats, Map, Player, Position, RunState, State, Viewshed, WantsToMelee, MAPHEIGHT, MAPWIDTH};
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use super::{
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gamelog::GameLog, CombatStats, Item, Map, Player, Position, RunState, State, Viewshed, WantsToMelee,
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WantsToPickupItem, MAPHEIGHT, MAPWIDTH,
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};
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use rltk::{Point, Rltk, VirtualKeyCode};
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use specs::prelude::*;
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use std::cmp::{max, min};
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@ -42,12 +45,36 @@ pub fn try_move_player(delta_x: i32, delta_y: i32, ecs: &mut World) {
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}
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}
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fn get_item(ecs: &mut World) {
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let player_pos = ecs.fetch::<Point>();
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let player_entity = ecs.fetch::<Entity>();
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let entities = ecs.entities();
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let items = ecs.read_storage::<Item>();
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let positions = ecs.read_storage::<Position>();
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let mut gamelog = ecs.fetch_mut::<GameLog>();
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let mut target_item: Option<Entity> = None;
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for (item_entity, _item, position) in (&entities, &items, &positions).join() {
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if position.x == player_pos.x && position.y == player_pos.y {
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target_item = Some(item_entity);
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}
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}
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match target_item {
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None => gamelog.entries.push("There is nothing to pick up.".to_string()),
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Some(item) => {
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let mut pickup = ecs.write_storage::<WantsToPickupItem>();
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pickup
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.insert(*player_entity, WantsToPickupItem { collected_by: *player_entity, item })
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.expect("Unable to insert want to pickup item.");
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}
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}
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}
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pub fn player_input(gs: &mut State, ctx: &mut Rltk) -> RunState {
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// Player movement
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match ctx.key {
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None => {
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return RunState::AwaitingInput;
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}
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None => return RunState::AwaitingInput,
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Some(key) => match key {
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// Cardinals
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VirtualKeyCode::Left | VirtualKeyCode::Numpad4 | VirtualKeyCode::H => {
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@ -67,8 +94,11 @@ pub fn player_input(gs: &mut State, ctx: &mut Rltk) -> RunState {
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VirtualKeyCode::Numpad7 | VirtualKeyCode::U => try_move_player(-1, -1, &mut gs.ecs),
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VirtualKeyCode::Numpad3 | VirtualKeyCode::N => try_move_player(1, 1, &mut gs.ecs),
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VirtualKeyCode::Numpad1 | VirtualKeyCode::B => try_move_player(-1, 1, &mut gs.ecs),
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// Items
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VirtualKeyCode::G => get_item(&mut gs.ecs),
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VirtualKeyCode::I => return RunState::ShowInventory,
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_ => {
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return RunState::PlayerTurn;
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return RunState::AwaitingInput;
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}
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},
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}
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