600 lines
25 KiB
Rust
600 lines
25 KiB
Rust
use super::{
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gamelog, Attributes, BlocksTile, BlocksVisibility, Bystander, Door, EntityMoved, Hidden, HungerClock, HungerState,
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Item, Map, Monster, Name, ParticleBuilder, Player, Pools, Position, Renderable, RunState, State, SufferDamage,
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Telepath, TileType, Viewshed, WantsToMelee, WantsToPickupItem,
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};
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use rltk::{Point, RandomNumberGenerator, 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_door(i: i32, j: i32, ecs: &mut World) -> RunState {
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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 attributes = ecs.read_storage::<Attributes>();
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let map = ecs.fetch::<Map>();
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let entities = ecs.entities();
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let mut doors = ecs.write_storage::<Door>();
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let mut blocks_visibility = ecs.write_storage::<BlocksVisibility>();
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let mut blocks_movement = ecs.write_storage::<BlocksTile>();
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let mut renderables = ecs.write_storage::<Renderable>();
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let names = ecs.read_storage::<Name>();
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let mut rng = ecs.write_resource::<RandomNumberGenerator>();
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let mut result = RunState::AwaitingInput;
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let mut door_pos: Option<Point> = None;
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for (_entity, _player, pos, attributes) in (&entities, &mut players, &mut positions, &attributes).join() {
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let delta_x = i;
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let delta_y = j;
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if !(pos.x + delta_x < 0
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|| pos.x + delta_x > map.width - 1
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|| pos.y + delta_y < 0
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|| pos.y + delta_y > map.height - 1)
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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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if map.tile_content[destination_idx].len() == 0 {
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gamelog::Logger::new().append("You see no door there.").log();
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}
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for potential_target in map.tile_content[destination_idx].iter() {
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let door = doors.get_mut(*potential_target);
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if let Some(door) = door {
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if door.open == true {
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if map.tile_content[destination_idx].len() > 1 {
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if let Some(name) = names.get(*potential_target) {
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gamelog::Logger::new().append("The").item_name(&name.name).append("is blocked.").log();
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}
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} else if rng.roll_dice(1, 6) + attributes.strength.bonus < 2 {
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if let Some(name) = names.get(*potential_target) {
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gamelog::Logger::new().append("The").item_name(&name.name).append("resists!").log();
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}
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} else {
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door.open = false;
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blocks_visibility
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.insert(*potential_target, BlocksVisibility {})
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.expect("Unable to insert BlocksVisibility.");
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blocks_movement
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.insert(*potential_target, BlocksTile {})
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.expect("Unable to insert BlocksTile.");
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let render_data = renderables.get_mut(*potential_target).unwrap();
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if let Some(name) = names.get(*potential_target) {
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gamelog::Logger::new().append("You close the").item_name_n(&name.name).period().log();
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}
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render_data.glyph = rltk::to_cp437('+'); // Nethack open door, maybe just use '/' instead.
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door_pos = Some(Point::new(pos.x + delta_x, pos.y + delta_y));
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}
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result = RunState::Ticking;
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} else {
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gamelog::Logger::new().append("It's already closed.").log();
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}
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}
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}
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}
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}
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// If a door was interacted with, update every viewshed that could
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// see that door.
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for viewshed in (&mut viewsheds).join() {
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if let Some(door_pos) = door_pos {
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if viewshed.visible_tiles.contains(&door_pos) {
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viewshed.dirty = true;
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}
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}
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}
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return result;
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}
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pub fn open(i: i32, j: i32, ecs: &mut World) -> RunState {
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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 attributes = ecs.read_storage::<Attributes>();
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let map = ecs.fetch::<Map>();
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let entities = ecs.entities();
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let mut doors = ecs.write_storage::<Door>();
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let mut blocks_visibility = ecs.write_storage::<BlocksVisibility>();
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let mut blocks_movement = ecs.write_storage::<BlocksTile>();
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let mut renderables = ecs.write_storage::<Renderable>();
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let names = ecs.read_storage::<Name>();
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let mut rng = ecs.write_resource::<RandomNumberGenerator>();
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let mut result = RunState::AwaitingInput;
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let mut door_pos: Option<Point> = None;
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for (_entity, _player, pos, attributes) in (&entities, &mut players, &mut positions, &attributes).join() {
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let delta_x = i;
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let delta_y = j;
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if !(pos.x + delta_x < 0
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|| pos.x + delta_x > map.width - 1
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|| pos.y + delta_y < 0
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|| pos.y + delta_y > map.height - 1)
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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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if map.tile_content[destination_idx].len() == 0 {
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gamelog::Logger::new().append("You see no door there.").log();
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}
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for potential_target in map.tile_content[destination_idx].iter() {
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let door = doors.get_mut(*potential_target);
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if let Some(door) = door {
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if door.open == false {
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if rng.roll_dice(1, 6) + attributes.strength.bonus < 2 {
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if let Some(name) = names.get(*potential_target) {
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gamelog::Logger::new().append("The").item_name(&name.name).append("resists!").log();
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}
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} else {
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door.open = true;
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blocks_visibility.remove(*potential_target);
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blocks_movement.remove(*potential_target);
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let render_data = renderables.get_mut(*potential_target).unwrap();
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if let Some(name) = names.get(*potential_target) {
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gamelog::Logger::new().append("You open the").item_name_n(&name.name).period().log();
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}
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render_data.glyph = rltk::to_cp437('▓'); // Nethack open door, maybe just use '/' instead.
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door_pos = Some(Point::new(pos.x + delta_x, pos.y + delta_y));
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}
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result = RunState::Ticking;
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} else {
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gamelog::Logger::new().append("It's already open.").log();
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}
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}
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}
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}
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}
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// If a door was interacted with, update every viewshed that could
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// see that door.
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for viewshed in (&mut viewsheds).join() {
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if let Some(door_pos) = door_pos {
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if viewshed.visible_tiles.contains(&door_pos) {
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viewshed.dirty = true;
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}
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}
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}
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return result;
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}
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pub fn kick(i: i32, j: i32, ecs: &mut World) -> RunState {
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let mut something_was_destroyed: Option<Entity> = None;
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let mut destroyed_pos: Option<Point> = None;
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{
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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 attributes = ecs.read_storage::<Attributes>();
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let map = ecs.fetch::<Map>();
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let entities = ecs.entities();
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let mut doors = ecs.write_storage::<Door>();
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let names = ecs.read_storage::<Name>();
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let mut rng = ecs.write_resource::<RandomNumberGenerator>();
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for (entity, _player, pos, attributes) in (&entities, &mut players, &mut positions, &attributes).join() {
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let delta_x = i;
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let delta_y = j;
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if !(pos.x + delta_x < 0
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|| pos.x + delta_x > map.width - 1
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|| pos.y + delta_y < 0
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|| pos.y + delta_y > map.height - 1)
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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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if map.tile_content[destination_idx].len() == 0 {
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if rng.roll_dice(1, 20) == 20 {
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let mut suffer_damage = ecs.write_storage::<SufferDamage>();
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SufferDamage::new_damage(&mut suffer_damage, entity, 1, false);
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gamelog::Logger::new().append("Ouch! You kick the open air, and pull something.").log();
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break;
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} else {
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// If there's nothing at all, just kick the air and waste a turn.
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gamelog::Logger::new().append("You kick the open air.").log();
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break;
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}
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} else {
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let mut last_non_door_target: Option<Entity> = None;
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let mut target_name = "thing";
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for potential_target in map.tile_content[destination_idx].iter() {
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if let Some(name) = names.get(*potential_target) {
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target_name = &name.name;
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}
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// If it's a door,
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let door = doors.get_mut(*potential_target);
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if let Some(door) = door {
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// If the door is closed,
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if door.open == false {
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let mut particle_builder = ecs.write_resource::<ParticleBuilder>();
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particle_builder.kick(pos.x + delta_x, pos.y + delta_y);
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// ~33% chance of breaking it down + str
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if rng.roll_dice(1, 10) + attributes.strength.bonus > 6 {
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gamelog::Logger::new()
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.append("As you kick the")
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.item_name_n(target_name)
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.append(", it crashes open!")
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.log();
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something_was_destroyed = Some(*potential_target);
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destroyed_pos = Some(Point::new(pos.x + delta_x, pos.y + delta_y));
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gamelog::record_event("broken_doors", 1);
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break;
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// 66% chance of just kicking it.
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} else {
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gamelog::Logger::new()
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.append("You kick the")
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.item_name_n(target_name)
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.period()
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.log();
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break;
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}
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// If the door is open and there's nothing else on the tile,
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} else if map.tile_content[destination_idx].len() == 1 {
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// Just kick the air.
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gamelog::Logger::new().append("You kick the open air.").log();
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break;
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}
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} else {
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last_non_door_target = Some(*potential_target);
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}
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}
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if let Some(_) = last_non_door_target {
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gamelog::Logger::new().append("You kick the").item_name_n(target_name).period().log();
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let mut particle_builder = ecs.write_resource::<ParticleBuilder>();
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particle_builder.kick(pos.x + delta_x, pos.y + delta_y);
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// Do something here if it's anything other than a door.
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break;
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}
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}
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}
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}
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if let Some(destroyed_pos) = destroyed_pos {
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for viewshed in (&mut viewsheds).join() {
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if viewshed.visible_tiles.contains(&destroyed_pos) {
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viewshed.dirty = true;
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}
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}
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}
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}
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if let Some(destroyed_thing) = something_was_destroyed {
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ecs.delete_entity(destroyed_thing).expect("Unable to delete.");
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}
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gamelog::record_event("kick_count", 1);
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return RunState::Ticking;
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}
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pub fn try_move_player(delta_x: i32, delta_y: i32, ecs: &mut World) -> bool {
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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 mut telepaths = ecs.write_storage::<Telepath>();
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let mut entity_moved = ecs.write_storage::<EntityMoved>();
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let friendlies = ecs.read_storage::<Bystander>();
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let pools = ecs.read_storage::<Pools>();
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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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let mut doors = ecs.write_storage::<Door>();
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let names = ecs.read_storage::<Name>();
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let mut swap_entities: Vec<(Entity, i32, i32)> = Vec::new();
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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 < 0
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|| pos.x + delta_x > map.width - 1
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|| pos.y + delta_y < 0
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|| pos.y + delta_y > map.height - 1
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{
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return false;
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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 friendly = friendlies.get(*potential_target);
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if friendly.is_some() {
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swap_entities.push((*potential_target, pos.x, pos.y));
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pos.x = min(map.width - 1, max(0, pos.x + delta_x));
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pos.y = min(map.height - 1, max(0, pos.y + delta_y));
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entity_moved.insert(entity, EntityMoved {}).expect("Unable to insert marker");
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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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} else {
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let target = pools.get(*potential_target);
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if let Some(_target) = target {
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wants_to_melee
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.insert(entity, WantsToMelee { target: *potential_target })
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.expect("Add target failed.");
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return true;
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}
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}
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let door = doors.get_mut(*potential_target);
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if let Some(door) = door {
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if door.open == false {
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if let Some(name) = names.get(*potential_target) {
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gamelog::Logger::new().append("The").item_name(&name.name).append("is in your way.").log();
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}
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return false;
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}
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}
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}
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if swap_entities.len() > 0 {
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for m in swap_entities.iter() {
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let their_pos = positions.get_mut(m.0);
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if let Some(name) = names.get(m.0) {
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gamelog::Logger::new().append("You swap places with the").npc_name_n(&name.name).period().log();
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}
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if let Some(their_pos) = their_pos {
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their_pos.x = m.1;
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their_pos.y = m.2;
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}
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}
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return true;
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}
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if map.blocked[destination_idx] {
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gamelog::Logger::new().append("You can't move there.").log();
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return false;
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}
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let hidden = ecs.read_storage::<Hidden>();
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// Push every entity name in the pile to a vector of strings
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let mut item_names: Vec<String> = Vec::new();
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let mut some = false;
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for entity in map.tile_content[destination_idx].iter() {
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if let Some(_hidden) = hidden.get(*entity) {
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} else {
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if let Some(name) = names.get(*entity) {
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let item_name = &name.name;
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item_names.push(item_name.to_string());
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some = true;
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}
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}
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}
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// If some names were found, append. Logger = logger is necessary
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// makes logger called a mutable self. It's not the most efficient
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// but it happens infrequently enough (once per player turn at most)
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// that it shouldn't matter.
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if some {
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let mut logger = gamelog::Logger::new().append("You see a");
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for i in 0..item_names.len() {
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if i > 0 && i < item_names.len() {
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logger = logger.append(", a");
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}
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logger = logger.item_name_n(&item_names[i]);
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}
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logger.period().log();
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}
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pos.x = min(map.width - 1, max(0, pos.x + delta_x));
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pos.y = min(map.height - 1, max(0, pos.y + delta_y));
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// Dirty viewsheds, and check only now if telepath viewshed exists
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viewshed.dirty = true;
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let is_telepath = telepaths.get_mut(entity);
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if let Some(telepathy) = is_telepath {
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telepathy.dirty = true;
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}
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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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entity_moved.insert(entity, EntityMoved {}).expect("Unable to insert marker");
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return true;
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}
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return false;
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}
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fn get_item(ecs: &mut World) -> bool {
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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 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 => {
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gamelog::Logger::new().append("There is nothing to pick up.").log();
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return false;
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}
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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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return true;
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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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let mut result = false;
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match ctx.key {
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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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result = 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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result = 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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result = 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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result = try_move_player(0, 1, &mut gs.ecs);
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}
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// Diagonals
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VirtualKeyCode::Numpad9 | VirtualKeyCode::U => result = try_move_player(1, -1, &mut gs.ecs),
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VirtualKeyCode::Numpad7 | VirtualKeyCode::Y => result = try_move_player(-1, -1, &mut gs.ecs),
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VirtualKeyCode::Numpad3 | VirtualKeyCode::N => result = try_move_player(1, 1, &mut gs.ecs),
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VirtualKeyCode::Numpad1 | VirtualKeyCode::B => result = try_move_player(-1, 1, &mut gs.ecs),
|
|
// id
|
|
VirtualKeyCode::Period => {
|
|
if ctx.shift {
|
|
if !try_next_level(&mut gs.ecs) {
|
|
return RunState::AwaitingInput;
|
|
}
|
|
return RunState::NextLevel; // > to descend
|
|
} else {
|
|
result = skip_turn(&mut gs.ecs); // (Wait a turn)
|
|
}
|
|
}
|
|
VirtualKeyCode::Slash => {
|
|
if ctx.shift {
|
|
return RunState::HelpScreen;
|
|
}
|
|
}
|
|
VirtualKeyCode::NumpadDecimal => {
|
|
result = skip_turn(&mut gs.ecs);
|
|
}
|
|
|
|
// Items
|
|
VirtualKeyCode::C => return RunState::ActionWithDirection { function: try_door },
|
|
VirtualKeyCode::O => return RunState::ActionWithDirection { function: open },
|
|
VirtualKeyCode::F => return RunState::ActionWithDirection { function: kick },
|
|
VirtualKeyCode::G => {
|
|
result = get_item(&mut gs.ecs);
|
|
}
|
|
VirtualKeyCode::I => return RunState::ShowInventory,
|
|
VirtualKeyCode::D => return RunState::ShowDropItem,
|
|
VirtualKeyCode::R => return RunState::ShowRemoveItem,
|
|
VirtualKeyCode::Escape => return RunState::SaveGame,
|
|
_ => {
|
|
return RunState::AwaitingInput;
|
|
}
|
|
},
|
|
}
|
|
if result {
|
|
return RunState::Ticking;
|
|
} else {
|
|
return RunState::AwaitingInput;
|
|
}
|
|
}
|
|
|
|
pub fn try_next_level(ecs: &mut World) -> bool {
|
|
let player_pos = ecs.fetch::<Point>();
|
|
let map = ecs.fetch::<Map>();
|
|
let player_idx = map.xy_idx(player_pos.x, player_pos.y);
|
|
if map.tiles[player_idx] == TileType::DownStair {
|
|
return true;
|
|
} else {
|
|
gamelog::Logger::new().append("You don't see a way down.").log();
|
|
return false;
|
|
}
|
|
}
|
|
|
|
fn skip_turn(ecs: &mut World) -> bool {
|
|
let player_entity = ecs.fetch::<Entity>();
|
|
let mut viewsheds = ecs.write_storage::<Viewshed>();
|
|
let monsters = ecs.read_storage::<Monster>();
|
|
let worldmap_resource = ecs.fetch::<Map>();
|
|
let hunger_clocks = ecs.read_storage::<HungerClock>();
|
|
|
|
// Default to being able to heal by waiting.
|
|
let mut can_heal = true;
|
|
|
|
// Check viewshed for monsters nearby. If we can see a monster, we can't heal.
|
|
let viewshed = viewsheds.get_mut(*player_entity).unwrap();
|
|
for tile in viewshed.visible_tiles.iter() {
|
|
let idx = worldmap_resource.xy_idx(tile.x, tile.y);
|
|
for entity_id in worldmap_resource.tile_content[idx].iter() {
|
|
let mob = monsters.get(*entity_id);
|
|
match mob {
|
|
None => {}
|
|
Some(_) => {
|
|
can_heal = false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// Dirty viewshed (so we search for hidden tiles whenever we wait)
|
|
viewshed.dirty = true;
|
|
|
|
// Check player's hunger state - if we're hungry or worse, we can't heal.
|
|
let player_hunger_clock = hunger_clocks.get(*player_entity);
|
|
if let Some(clock) = player_hunger_clock {
|
|
match clock.state {
|
|
HungerState::Hungry => can_heal = false,
|
|
HungerState::Weak => can_heal = false,
|
|
HungerState::Fainting => can_heal = false,
|
|
_ => {}
|
|
}
|
|
}
|
|
|
|
if can_heal {
|
|
let mut health_components = ecs.write_storage::<Pools>();
|
|
let pools = health_components.get_mut(*player_entity).unwrap();
|
|
let mut rng = ecs.write_resource::<RandomNumberGenerator>();
|
|
let roll = rng.roll_dice(1, 6);
|
|
if (roll == 6) && pools.hit_points.current < pools.hit_points.max {
|
|
pools.hit_points.current += 1;
|
|
}
|
|
}
|
|
|
|
gamelog::Logger::new().append("You wait a turn.").log();
|
|
|
|
return true;
|
|
}
|
|
|
|
/* Playing around with autoexplore, without having read how to do it.
|
|
pub fn auto_explore(ecs: &mut World) {
|
|
let player_pos = ecs.fetch::<Point>();
|
|
let positions = ecs.read_storage::<Position>();
|
|
let entities = ecs.entities();
|
|
let map = ecs.fetch::<Map>();
|
|
let mut viewsheds = ecs.write_storage::<Viewshed>();
|
|
|
|
let mut unexplored_tiles: Vec<usize> = vec![];
|
|
for (idx, _tile) in map.tiles.iter().enumerate() {
|
|
if !map.revealed_tiles[idx] {
|
|
unexplored_tiles.push(idx);
|
|
}
|
|
}
|
|
let mut unexplored_tile = (0, 0.0f32);
|
|
|
|
let flow_map = DijkstraMap::new_empty(MAPWIDTH, MAPHEIGHT, 200.0);
|
|
|
|
DijkstraMap::build(&mut flow_map, &unexplored_tiles, &map);
|
|
for (i, tile) in map.tiles.iter().enumerate() {
|
|
if *tile == TileType::Floor {
|
|
let distance_to_start = flow_map.map[i];
|
|
|
|
if distance_to_start > unexplored_tile.1 {
|
|
unexplored_tile.0 = i;
|
|
unexplored_tile.1 = distance_to_start;
|
|
}
|
|
}
|
|
}
|
|
|
|
let path = rltk::a_star_search(map.xy_idx(player_pos.x, player_pos.y), unexplored_tile.0, &*map);
|
|
if path.success && path.steps.len() > 1 {
|
|
let mut idx = map.xy_idx(player_pos.x, player_pos.y);
|
|
map.blocked[idx] = false;
|
|
player_pos.x = (path.steps[1] as i32) % map.width;
|
|
player_pos.y = (path.steps[1] as i32) / map.width;
|
|
idx = map.xy_idx(player_pos.x, player_pos.y);
|
|
map.blocked[idx] = true;
|
|
for (ent, viewshed, pos) in (&entities, &mut viewsheds, &positions).join() {
|
|
viewshed.dirty = true;
|
|
}
|
|
}
|
|
}
|
|
*/
|