map memory

This commit is contained in:
Llywelwyn 2023-09-27 02:32:51 +01:00
parent 054468bbae
commit cfbe4098b7
3 changed files with 86 additions and 60 deletions

View file

@ -10,6 +10,8 @@ use super::{
Telepath,
Viewshed,
Renderable,
Prop,
Item,
gui::renderable_colour,
tile_blocks_telepathy,
};
@ -35,6 +37,8 @@ impl<'a> System<'a> for VisibilitySystem {
ReadStorage<'a, Blind>,
ReadStorage<'a, BlocksVisibility>,
ReadStorage<'a, Renderable>,
ReadStorage<'a, Prop>,
ReadStorage<'a, Item>,
);
fn run(&mut self, data: Self::SystemData) {
@ -51,6 +55,8 @@ impl<'a> System<'a> for VisibilitySystem {
blind_entities,
blocks_visibility,
renderables,
prop,
item,
) = data;
map.view_blocked.clear();
@ -59,6 +65,7 @@ impl<'a> System<'a> for VisibilitySystem {
map.view_blocked.insert(idx);
}
let mut player_was_dirty = false;
for (ent, viewshed, pos) in (&entities, &mut viewshed, &pos).join() {
if viewshed.dirty {
viewshed.dirty = false;
@ -81,6 +88,7 @@ impl<'a> System<'a> for VisibilitySystem {
// If this is the player, reveal what they can see
let _p: Option<&Player> = player.get(ent);
if let Some(_p) = _p {
player_was_dirty = true;
for t in map.visible_tiles.iter_mut() {
*t = false;
}
@ -139,6 +147,37 @@ impl<'a> System<'a> for VisibilitySystem {
}
}
}
if player_was_dirty {
// Refresh the memory of our visible tiles, by removing whatever
// was stored for every index we can currently see, and placing
// back in updated data.
let mut to_remove: Vec<usize> = Vec::new();
for (i, &t) in map.visible_tiles.iter().enumerate() {
if t {
to_remove.push(i);
}
}
for idx in to_remove.iter() {
map.memory.remove(idx);
}
for (e, r, p, _h) in (&entities, &renderables, &pos, !&hidden).join() {
if prop.get(e).is_some() || item.get(e).is_some() {
let idx = map.xy_idx(p.x, p.y);
if map.visible_tiles[idx] {
if let Some(spriteinfo) = &r.sprite {
map.memory.entry(idx).or_insert(Vec::new()).push(crate::MapMemory {
sprite: spriteinfo.id.clone(),
fg: r.fg,
recolour: spriteinfo.recolour,
offset: spriteinfo.offset,
render_order: r.render_order,
});
}
}
}
}
}
}
}