use crate::{ tile_walkable, EntityMoved, Map, MoveMode, Movement, Position, TakingTurn, Telepath, Viewshed, }; use specs::prelude::*; use bracket_lib::prelude::*; // Rolling a 1d8+x to decide where to move, where x are the number // of dice rolls in which they will remian stationary. i.e. If this // const is set to 8, there is a 50% chance of not wandering. const CHANCE_OF_REMAINING_STATIONARY: i32 = 8; pub struct DefaultAI {} impl<'a> System<'a> for DefaultAI { type SystemData = ( WriteStorage<'a, TakingTurn>, WriteStorage<'a, MoveMode>, WriteStorage<'a, Position>, WriteExpect<'a, Map>, WriteStorage<'a, Viewshed>, WriteStorage<'a, Telepath>, WriteStorage<'a, EntityMoved>, WriteExpect<'a, RandomNumberGenerator>, Entities<'a>, ); fn run(&mut self, data: Self::SystemData) { let ( mut turns, mut move_mode, mut positions, mut map, mut viewsheds, mut telepaths, mut entity_moved, mut rng, entities, ) = data; let mut turn_done: Vec = Vec::new(); for (entity, _turn, mut pos, mut move_mode, mut viewshed) in ( &entities, &turns, &mut positions, &mut move_mode, &mut viewsheds, ).join() { turn_done.push(entity); match &mut move_mode.mode { Movement::Static => {} Movement::Random => { let mut x = pos.x; let mut y = pos.y; let move_roll = rng.roll_dice(1, 8 + CHANCE_OF_REMAINING_STATIONARY); match move_roll { 1 => { x -= 1; } 2 => { x += 1; } 3 => { y -= 1; } 4 => { y += 1; } 5 => { x -= 1; y -= 1; } 6 => { x += 1; y -= 1; } 7 => { x -= 1; y += 1; } 8 => { x += 1; y += 1; } _ => {} } if x > 0 && x < map.width - 1 && y > 0 && y < map.height - 1 { let dest_idx = map.xy_idx(x, y); if !crate::spatial::is_blocked(dest_idx) { let idx = map.xy_idx(pos.x, pos.y); pos.x = x; pos.y = y; entity_moved .insert(entity, EntityMoved {}) .expect("Unable to insert EntityMoved"); crate::spatial::move_entity(entity, idx, dest_idx); viewshed.dirty = true; if let Some(is_telepath) = telepaths.get_mut(entity) { is_telepath.dirty = true; } } } } Movement::RandomWaypoint { path } => { if let Some(path) = path { // We have a path - follow it let idx = map.xy_idx(pos.x, pos.y); if path.len() > 1 { if !crate::spatial::is_blocked(path[1] as usize) { pos.x = (path[1] as i32) % map.width; pos.y = (path[1] as i32) / map.width; entity_moved .insert(entity, EntityMoved {}) .expect("Unable to insert EntityMoved"); let new_idx = map.xy_idx(pos.x, pos.y); crate::spatial::move_entity(entity, idx, new_idx); viewshed.dirty = true; if let Some(is_telepath) = telepaths.get_mut(entity) { is_telepath.dirty = true; } path.remove(0); } else { // If the path is blocked, recalculate a new path to the same waypoint. let path = a_star_search( map.xy_idx(pos.x, pos.y) as i32, map.xy_idx( (path[path.len() - 1] as i32) % map.width, (path[path.len() - 1] as i32) / map.width ) as i32, &mut *map ); if path.success && path.steps.len() > 1 { move_mode.mode = Movement::RandomWaypoint { path: Some(path.steps), }; } } } else { move_mode.mode = Movement::RandomWaypoint { path: None }; } } else { let target_x = rng.roll_dice(1, map.width - 2); let target_y = rng.roll_dice(1, map.height - 2); let idx = map.xy_idx(target_x, target_y); if tile_walkable(map.tiles[idx]) { let path = a_star_search( map.xy_idx(pos.x, pos.y) as i32, map.xy_idx(target_x, target_y) as i32, &mut *map ); if path.success && path.steps.len() > 1 { move_mode.mode = Movement::RandomWaypoint { path: Some(path.steps), }; } } } } } } for done in turn_done.iter() { turns.remove(*done); } } }