use super::{ gamelog, Confusion, EntityMoved, Map, Monster, Name, ParticleBuilder, Position, RunState, Viewshed, WantsToMelee, }; use rltk::Point; use specs::prelude::*; pub struct MonsterAI {} impl<'a> System<'a> for MonsterAI { #[allow(clippy::type_complexity)] type SystemData = ( WriteExpect<'a, Map>, ReadExpect<'a, Point>, ReadExpect<'a, Entity>, ReadExpect<'a, RunState>, Entities<'a>, WriteStorage<'a, Viewshed>, ReadStorage<'a, Monster>, WriteStorage<'a, Position>, WriteStorage<'a, WantsToMelee>, WriteStorage<'a, Confusion>, ReadStorage<'a, Name>, WriteExpect<'a, ParticleBuilder>, WriteStorage<'a, EntityMoved>, ); fn run(&mut self, data: Self::SystemData) { let ( mut map, player_pos, player_entity, runstate, entities, mut viewshed, monster, mut position, mut wants_to_melee, mut confused, name, mut particle_builder, mut entity_moved, ) = data; if *runstate != RunState::MonsterTurn { return; } for (entity, mut viewshed, _monster, mut pos) in (&entities, &mut viewshed, &monster, &mut position).join() { let mut can_act = true; // Check confusion let is_confused = confused.get_mut(entity); if let Some(i_am_confused) = is_confused { i_am_confused.turns -= 1; let entity_name = name.get(entity).unwrap(); let mut fg = rltk::RGB::named(rltk::MAGENTA); let mut glyph = rltk::to_cp437('?'); if i_am_confused.turns < 1 { confused.remove(entity); gamelog::Logger::new() .npc_name(&entity_name.name) .colour(rltk::WHITE) .append("snaps out of it.") .log(); fg = rltk::RGB::named(rltk::MEDIUMSLATEBLUE); glyph = rltk::to_cp437('!'); } else { gamelog::Logger::new().npc_name(&entity_name.name).colour(rltk::WHITE).append("is confused.").log(); } particle_builder.request(pos.x, pos.y, fg, rltk::RGB::named(rltk::BLACK), glyph, 200.0); can_act = false; } if can_act { let distance = rltk::DistanceAlg::Pythagoras.distance2d(Point::new(pos.x, pos.y), *player_pos); if distance < 1.5 { wants_to_melee .insert(entity, WantsToMelee { target: *player_entity }) .expect("Unable to insert attack."); } else if viewshed.visible_tiles.contains(&*player_pos) { // If the player is visible, but the path is obstructed, this will currently search // the entire map (i.e. Will do a huge ASTAR to find an alternate route), and the // mob will follow that path until it leaves vision, then lose sight of the player // and stop. let path = rltk::a_star_search(map.xy_idx(pos.x, pos.y), map.xy_idx(player_pos.x, player_pos.y), &*map); if path.success && path.steps.len() > 1 { let mut idx = map.xy_idx(pos.x, pos.y); map.blocked[idx] = false; pos.x = (path.steps[1] as i32) % map.width; pos.y = (path.steps[1] as i32) / map.width; idx = map.xy_idx(pos.x, pos.y); map.blocked[idx] = true; viewshed.dirty = true; entity_moved.insert(entity, EntityMoved {}).expect("Unable to insert marker"); } } } } } }