rust-rl/src/monster_ai_system.rs
Llywelwyn d316a55818 basic trap implementation
confusion on player is NYI
2023-07-15 09:59:20 +01:00

101 lines
4 KiB
Rust

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");
}
}
}
}
}
}