rust-rl/src/ai/chase_ai_system.rs

85 lines
3.6 KiB
Rust

use crate::{Chasing, EntityMoved, Map, Position, TakingTurn, Telepath, Viewshed};
use rltk::prelude::*;
use specs::prelude::*;
use std::collections::HashMap;
// If the target is beyond this distance, they're no longer being detected,
// so stop following them. This is essentially a combined value of the sound
// the target might be making, noise, light, etc., anything they could do to
// be detected. As those constituent systems are developed, this value should
// be changed to being a result of some calculations between them.
const MAX_CHASE_DISTANCE: usize = 15;
pub struct ChaseAI {}
impl<'a> System<'a> for ChaseAI {
#[allow(clippy::type_complexity)]
type SystemData = (
WriteStorage<'a, TakingTurn>,
WriteStorage<'a, Chasing>,
WriteStorage<'a, Position>,
WriteExpect<'a, Map>,
WriteStorage<'a, Viewshed>,
WriteStorage<'a, Telepath>,
WriteStorage<'a, EntityMoved>,
Entities<'a>,
);
fn run(&mut self, data: Self::SystemData) {
let (mut turns, mut chasing, mut positions, mut map, mut viewsheds, mut telepaths, mut entity_moved, entities) =
data;
let mut targets: HashMap<Entity, (i32, i32)> = HashMap::new();
let mut end_chase: Vec<Entity> = Vec::new();
// For every chasing entity with a turn, look for a valid target position,
// and if found, store that position in a temporary HashMap. This gets around
// needing to read Position twice - that would cause borrowchecker issues.
// If there's no valid target found, remove the chasing component.
for (entity, _turn, chasing) in (&entities, &turns, &chasing).join() {
if let Some(target_pos) = positions.get(chasing.target) {
targets.insert(entity, (target_pos.x, target_pos.y));
} else {
end_chase.push(entity);
}
}
for done in end_chase.iter() {
chasing.remove(*done);
}
end_chase.clear();
// Iterate over everyone who is *still* chasing, and path to the target
// stored in the HashMap. If successful, follow the path. If not, remove
// the chasing component.
let mut turn_done: Vec<Entity> = Vec::new();
for (entity, _turn, mut pos, _chase, mut viewshed) in
(&entities, &turns, &mut positions, &chasing, &mut viewsheds).join()
{
turn_done.push(entity);
let target_pos = targets[&entity];
let path = a_star_search(
map.xy_idx(pos.x, pos.y) as i32,
map.xy_idx(target_pos.0, target_pos.1) as i32,
&mut *map,
);
if path.success && path.steps.len() > 1 && path.steps.len() < MAX_CHASE_DISTANCE {
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;
entity_moved.insert(entity, EntityMoved {}).expect("Failed to insert EntityMoved");
idx = map.xy_idx(pos.x, pos.y);
map.blocked[idx] = true;
viewshed.dirty = true;
if let Some(is_telepath) = telepaths.get_mut(entity) {
is_telepath.dirty = true;
}
turn_done.push(entity);
} else {
end_chase.push(entity);
}
}
for done in end_chase.iter() {
chasing.remove(*done);
}
for done in turn_done.iter() {
turns.remove(*done);
}
}
}