initial commit
using rltk
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76
src/player.rs
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76
src/player.rs
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use super::{CombatStats, Map, Player, Position, RunState, State, Viewshed, WantsToMelee, MAPHEIGHT, MAPWIDTH};
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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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pub fn try_move_player(delta_x: i32, delta_y: i32, ecs: &mut World) {
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let mut positions = ecs.write_storage::<Position>();
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let mut players = ecs.write_storage::<Player>();
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let mut viewsheds = ecs.write_storage::<Viewshed>();
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let combat_stats = ecs.read_storage::<CombatStats>();
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let map = ecs.fetch::<Map>();
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let entities = ecs.entities();
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let mut wants_to_melee = ecs.write_storage::<WantsToMelee>();
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for (entity, _player, pos, viewshed) in (&entities, &mut players, &mut positions, &mut viewsheds).join() {
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if pos.x + delta_x < 1
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|| pos.x + delta_x > map.width - 1
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|| pos.y + delta_y < 1
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|| pos.y + delta_y > map.height - 1
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{
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return;
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}
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let destination_idx = map.xy_idx(pos.x + delta_x, pos.y + delta_y);
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for potential_target in map.tile_content[destination_idx].iter() {
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let target = combat_stats.get(*potential_target);
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if let Some(_target) = target {
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wants_to_melee.insert(entity, WantsToMelee { target: *potential_target }).expect("Add target failed.");
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return;
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}
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}
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if !map.blocked[destination_idx] {
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pos.x = min((MAPWIDTH as i32) - 1, max(0, pos.x + delta_x));
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pos.y = min((MAPHEIGHT as i32) - 1, max(0, pos.y + delta_y));
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viewshed.dirty = true;
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let mut ppos = ecs.write_resource::<Point>();
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ppos.x = pos.x;
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ppos.y = pos.y;
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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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Some(key) => match key {
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// Cardinals
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VirtualKeyCode::Left | VirtualKeyCode::Numpad4 | VirtualKeyCode::H => {
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try_move_player(-1, 0, &mut gs.ecs);
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}
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VirtualKeyCode::Right | VirtualKeyCode::Numpad6 | VirtualKeyCode::L => {
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try_move_player(1, 0, &mut gs.ecs);
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}
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VirtualKeyCode::Up | VirtualKeyCode::Numpad8 | VirtualKeyCode::K => {
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try_move_player(0, -1, &mut gs.ecs);
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}
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VirtualKeyCode::Down | VirtualKeyCode::Numpad2 | VirtualKeyCode::J => {
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try_move_player(0, 1, &mut gs.ecs);
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}
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// Diagonals
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VirtualKeyCode::Numpad9 | VirtualKeyCode::Y => try_move_player(1, -1, &mut gs.ecs),
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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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_ => {
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return RunState::PlayerTurn;
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}
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},
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}
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RunState::PlayerTurn
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}
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