rust-rl/src/player.rs
2023-08-14 20:50:21 +01:00

619 lines
26 KiB
Rust

use super::{
gamelog, gui::get_item_display_name, Attributes, BlocksTile, BlocksVisibility, Bystander, Door, EntityMoved,
Hidden, HungerClock, HungerState, Item, Map, Monster, Name, ParticleBuilder, Player, Pools, Position, Renderable,
RunState, State, SufferDamage, Telepath, TileType, Viewshed, WantsToMelee, WantsToPickupItem,
};
use rltk::{Point, RandomNumberGenerator, Rltk, VirtualKeyCode};
use specs::prelude::*;
use std::cmp::{max, min};
pub fn try_door(i: i32, j: i32, ecs: &mut World) -> RunState {
let mut positions = ecs.write_storage::<Position>();
let mut players = ecs.write_storage::<Player>();
let mut viewsheds = ecs.write_storage::<Viewshed>();
let attributes = ecs.read_storage::<Attributes>();
let map = ecs.fetch::<Map>();
let entities = ecs.entities();
let mut doors = ecs.write_storage::<Door>();
let mut blocks_visibility = ecs.write_storage::<BlocksVisibility>();
let mut blocks_movement = ecs.write_storage::<BlocksTile>();
let mut renderables = ecs.write_storage::<Renderable>();
let names = ecs.read_storage::<Name>();
let mut rng = ecs.write_resource::<RandomNumberGenerator>();
let mut result = RunState::AwaitingInput;
let mut door_pos: Option<Point> = None;
for (_entity, _player, pos, attributes) in (&entities, &mut players, &mut positions, &attributes).join() {
let delta_x = i;
let delta_y = j;
if !(pos.x + delta_x < 0
|| pos.x + delta_x > map.width - 1
|| pos.y + delta_y < 0
|| pos.y + delta_y > map.height - 1)
{
let destination_idx = map.xy_idx(pos.x + delta_x, pos.y + delta_y);
if map.tile_content[destination_idx].len() == 0 {
gamelog::Logger::new().append("You see no door there.").log();
}
for potential_target in map.tile_content[destination_idx].iter() {
let door = doors.get_mut(*potential_target);
if let Some(door) = door {
if door.open == true {
if map.tile_content[destination_idx].len() > 1 {
if let Some(name) = names.get(*potential_target) {
gamelog::Logger::new().append("The").item_name(&name.name).append("is blocked.").log();
}
} else if rng.roll_dice(1, 6) + attributes.strength.bonus < 2 {
if let Some(name) = names.get(*potential_target) {
gamelog::Logger::new().append("The").item_name(&name.name).append("resists!").log();
}
} else {
door.open = false;
blocks_visibility
.insert(*potential_target, BlocksVisibility {})
.expect("Unable to insert BlocksVisibility.");
blocks_movement
.insert(*potential_target, BlocksTile {})
.expect("Unable to insert BlocksTile.");
let render_data = renderables.get_mut(*potential_target).unwrap();
if let Some(name) = names.get(*potential_target) {
gamelog::Logger::new().append("You close the").item_name_n(&name.name).period().log();
}
render_data.glyph = rltk::to_cp437('+'); // Nethack open door, maybe just use '/' instead.
door_pos = Some(Point::new(pos.x + delta_x, pos.y + delta_y));
}
result = RunState::Ticking;
} else {
gamelog::Logger::new().append("It's already closed.").log();
}
}
}
}
}
// If a door was interacted with, update every viewshed that could
// see that door.
for viewshed in (&mut viewsheds).join() {
if let Some(door_pos) = door_pos {
if viewshed.visible_tiles.contains(&door_pos) {
viewshed.dirty = true;
}
}
}
return result;
}
pub fn open(i: i32, j: i32, ecs: &mut World) -> RunState {
let mut positions = ecs.write_storage::<Position>();
let mut players = ecs.write_storage::<Player>();
let mut viewsheds = ecs.write_storage::<Viewshed>();
let attributes = ecs.read_storage::<Attributes>();
let map = ecs.fetch::<Map>();
let entities = ecs.entities();
let mut doors = ecs.write_storage::<Door>();
let mut blocks_visibility = ecs.write_storage::<BlocksVisibility>();
let mut blocks_movement = ecs.write_storage::<BlocksTile>();
let mut renderables = ecs.write_storage::<Renderable>();
let names = ecs.read_storage::<Name>();
let mut rng = ecs.write_resource::<RandomNumberGenerator>();
let mut result = RunState::AwaitingInput;
let mut door_pos: Option<Point> = None;
for (_entity, _player, pos, attributes) in (&entities, &mut players, &mut positions, &attributes).join() {
let delta_x = i;
let delta_y = j;
if !(pos.x + delta_x < 0
|| pos.x + delta_x > map.width - 1
|| pos.y + delta_y < 0
|| pos.y + delta_y > map.height - 1)
{
let destination_idx = map.xy_idx(pos.x + delta_x, pos.y + delta_y);
if map.tile_content[destination_idx].len() == 0 {
gamelog::Logger::new().append("You see no door there.").log();
}
for potential_target in map.tile_content[destination_idx].iter() {
let door = doors.get_mut(*potential_target);
if let Some(door) = door {
if door.open == false {
if rng.roll_dice(1, 6) + attributes.strength.bonus < 2 {
if let Some(name) = names.get(*potential_target) {
gamelog::Logger::new().append("The").item_name(&name.name).append("resists!").log();
}
} else {
door.open = true;
blocks_visibility.remove(*potential_target);
blocks_movement.remove(*potential_target);
let render_data = renderables.get_mut(*potential_target).unwrap();
if let Some(name) = names.get(*potential_target) {
gamelog::Logger::new().append("You open the").item_name_n(&name.name).period().log();
}
render_data.glyph = rltk::to_cp437('▓'); // Nethack open door, maybe just use '/' instead.
door_pos = Some(Point::new(pos.x + delta_x, pos.y + delta_y));
}
result = RunState::Ticking;
} else {
gamelog::Logger::new().append("It's already open.").log();
}
}
}
}
}
// If a door was interacted with, update every viewshed that could
// see that door.
for viewshed in (&mut viewsheds).join() {
if let Some(door_pos) = door_pos {
if viewshed.visible_tiles.contains(&door_pos) {
viewshed.dirty = true;
}
}
}
return result;
}
pub fn kick(i: i32, j: i32, ecs: &mut World) -> RunState {
let mut something_was_destroyed: Option<Entity> = None;
let mut destroyed_pos: Option<Point> = None;
{
let mut positions = ecs.write_storage::<Position>();
let mut players = ecs.write_storage::<Player>();
let mut viewsheds = ecs.write_storage::<Viewshed>();
let attributes = ecs.read_storage::<Attributes>();
let map = ecs.fetch::<Map>();
let entities = ecs.entities();
let mut doors = ecs.write_storage::<Door>();
let names = ecs.read_storage::<Name>();
let mut rng = ecs.write_resource::<RandomNumberGenerator>();
for (entity, _player, pos, attributes) in (&entities, &mut players, &mut positions, &attributes).join() {
let delta_x = i;
let delta_y = j;
if !(pos.x + delta_x < 0
|| pos.x + delta_x > map.width - 1
|| pos.y + delta_y < 0
|| pos.y + delta_y > map.height - 1)
{
let destination_idx = map.xy_idx(pos.x + delta_x, pos.y + delta_y);
if map.tile_content[destination_idx].len() == 0 {
if rng.roll_dice(1, 20) == 20 {
let mut suffer_damage = ecs.write_storage::<SufferDamage>();
SufferDamage::new_damage(&mut suffer_damage, entity, 1, false);
gamelog::Logger::new().append("Ouch! You kick the open air, and pull something.").log();
break;
} else {
// If there's nothing at all, just kick the air and waste a turn.
gamelog::Logger::new().append("You kick the open air.").log();
break;
}
} else {
let mut last_non_door_target: Option<Entity> = None;
let mut target_name = "thing";
for potential_target in map.tile_content[destination_idx].iter() {
if let Some(name) = names.get(*potential_target) {
target_name = &name.name;
}
// If it's a door,
let door = doors.get_mut(*potential_target);
if let Some(door) = door {
// If the door is closed,
if door.open == false {
let mut particle_builder = ecs.write_resource::<ParticleBuilder>();
particle_builder.kick(pos.x + delta_x, pos.y + delta_y);
// ~33% chance of breaking it down + str
if rng.roll_dice(1, 10) + attributes.strength.bonus > 6 {
gamelog::Logger::new()
.append("As you kick the")
.item_name_n(target_name)
.append(", it crashes open!")
.log();
something_was_destroyed = Some(*potential_target);
destroyed_pos = Some(Point::new(pos.x + delta_x, pos.y + delta_y));
gamelog::record_event("broken_doors", 1);
break;
// 66% chance of just kicking it.
} else {
gamelog::Logger::new()
.append("You kick the")
.item_name_n(target_name)
.period()
.log();
break;
}
// If the door is open and there's nothing else on the tile,
} else if map.tile_content[destination_idx].len() == 1 {
// Just kick the air.
gamelog::Logger::new().append("You kick the open air.").log();
break;
}
} else {
last_non_door_target = Some(*potential_target);
}
}
if let Some(_) = last_non_door_target {
gamelog::Logger::new().append("You kick the").item_name_n(target_name).period().log();
let mut particle_builder = ecs.write_resource::<ParticleBuilder>();
particle_builder.kick(pos.x + delta_x, pos.y + delta_y);
// Do something here if it's anything other than a door.
break;
}
}
}
}
if let Some(destroyed_pos) = destroyed_pos {
for viewshed in (&mut viewsheds).join() {
if viewshed.visible_tiles.contains(&destroyed_pos) {
viewshed.dirty = true;
}
}
}
}
if let Some(destroyed_thing) = something_was_destroyed {
ecs.delete_entity(destroyed_thing).expect("Unable to delete.");
}
gamelog::record_event("kick_count", 1);
return RunState::Ticking;
}
pub fn try_move_player(delta_x: i32, delta_y: i32, ecs: &mut World) -> bool {
let mut positions = ecs.write_storage::<Position>();
let mut players = ecs.write_storage::<Player>();
let mut viewsheds = ecs.write_storage::<Viewshed>();
let mut telepaths = ecs.write_storage::<Telepath>();
let mut entity_moved = ecs.write_storage::<EntityMoved>();
let friendlies = ecs.read_storage::<Bystander>();
let pools = ecs.read_storage::<Pools>();
let map = ecs.fetch::<Map>();
let entities = ecs.entities();
let mut wants_to_melee = ecs.write_storage::<WantsToMelee>();
let mut doors = ecs.write_storage::<Door>();
let names = ecs.read_storage::<Name>();
let mut swap_entities: Vec<(Entity, i32, i32)> = Vec::new();
for (entity, _player, pos, viewshed) in (&entities, &mut players, &mut positions, &mut viewsheds).join() {
if pos.x + delta_x < 0
|| pos.x + delta_x > map.width - 1
|| pos.y + delta_y < 0
|| pos.y + delta_y > map.height - 1
{
return false;
}
let destination_idx = map.xy_idx(pos.x + delta_x, pos.y + delta_y);
for potential_target in map.tile_content[destination_idx].iter() {
let friendly = friendlies.get(*potential_target);
if friendly.is_some() {
swap_entities.push((*potential_target, pos.x, pos.y));
pos.x = min(map.width - 1, max(0, pos.x + delta_x));
pos.y = min(map.height - 1, max(0, pos.y + delta_y));
entity_moved.insert(entity, EntityMoved {}).expect("Unable to insert marker");
viewshed.dirty = true;
let mut ppos = ecs.write_resource::<Point>();
ppos.x = pos.x;
ppos.y = pos.y;
} else {
let target = pools.get(*potential_target);
if let Some(_target) = target {
wants_to_melee
.insert(entity, WantsToMelee { target: *potential_target })
.expect("Add target failed.");
return true;
}
}
let door = doors.get_mut(*potential_target);
if let Some(door) = door {
if door.open == false {
if let Some(name) = names.get(*potential_target) {
gamelog::Logger::new().append("The").item_name(&name.name).append("is in your way.").log();
}
return false;
}
}
}
if swap_entities.len() > 0 {
for m in swap_entities.iter() {
let their_pos = positions.get_mut(m.0);
if let Some(name) = names.get(m.0) {
gamelog::Logger::new().append("You swap places with the").npc_name_n(&name.name).period().log();
}
if let Some(their_pos) = their_pos {
their_pos.x = m.1;
their_pos.y = m.2;
}
}
return true;
}
if map.blocked[destination_idx] {
gamelog::Logger::new().append("You can't move there.").log();
return false;
}
let hidden = ecs.read_storage::<Hidden>();
// Push every entity name in the pile to a vector of strings
let mut item_names: Vec<String> = Vec::new();
let mut some = false;
for entity in map.tile_content[destination_idx].iter() {
if !hidden.get(*entity).is_some() && names.get(*entity).is_some() {
let item_name = get_item_display_name(ecs, *entity).0;
item_names.push(item_name);
some = true;
}
}
// If some names were found, append. Logger = logger is necessary
// makes logger called a mutable self. It's not the most efficient
// but it happens infrequently enough (once per player turn at most)
// that it shouldn't matter.
if some {
let mut logger = gamelog::Logger::new().append("You see a");
for i in 0..item_names.len() {
if i > 0 && i < item_names.len() {
logger = logger.append(", a");
}
logger = logger.item_name_n(&item_names[i]);
}
logger.period().log();
}
pos.x = min(map.width - 1, max(0, pos.x + delta_x));
pos.y = min(map.height - 1, max(0, pos.y + delta_y));
// Dirty viewsheds, and check only now if telepath viewshed exists
viewshed.dirty = true;
let is_telepath = telepaths.get_mut(entity);
if let Some(telepathy) = is_telepath {
telepathy.dirty = true;
}
let mut ppos = ecs.write_resource::<Point>();
ppos.x = pos.x;
ppos.y = pos.y;
entity_moved.insert(entity, EntityMoved {}).expect("Unable to insert marker");
return true;
}
return false;
}
fn get_item(ecs: &mut World) -> bool {
let player_pos = ecs.fetch::<Point>();
let player_entity = ecs.fetch::<Entity>();
let entities = ecs.entities();
let items = ecs.read_storage::<Item>();
let positions = ecs.read_storage::<Position>();
let mut target_item: Option<Entity> = None;
for (item_entity, _item, position) in (&entities, &items, &positions).join() {
if position.x == player_pos.x && position.y == player_pos.y {
target_item = Some(item_entity);
}
}
match target_item {
None => {
gamelog::Logger::new().append("There is nothing to pick up.").log();
return false;
}
Some(item) => {
let mut pickup = ecs.write_storage::<WantsToPickupItem>();
pickup
.insert(*player_entity, WantsToPickupItem { collected_by: *player_entity, item })
.expect("Unable to insert want to pickup item.");
return true;
}
}
}
pub fn player_input(gs: &mut State, ctx: &mut Rltk) -> RunState {
// Player movement
let mut result = false;
match ctx.key {
None => return RunState::AwaitingInput,
Some(key) => match key {
// Cardinals
VirtualKeyCode::Left | VirtualKeyCode::Numpad4 | VirtualKeyCode::H => {
result = try_move_player(-1, 0, &mut gs.ecs);
}
VirtualKeyCode::Right | VirtualKeyCode::Numpad6 | VirtualKeyCode::L => {
result = try_move_player(1, 0, &mut gs.ecs);
}
VirtualKeyCode::Up | VirtualKeyCode::Numpad8 | VirtualKeyCode::K => {
result = try_move_player(0, -1, &mut gs.ecs);
}
VirtualKeyCode::Down | VirtualKeyCode::Numpad2 | VirtualKeyCode::J => {
result = try_move_player(0, 1, &mut gs.ecs);
}
// Diagonals
VirtualKeyCode::Numpad9 | VirtualKeyCode::U => result = try_move_player(1, -1, &mut gs.ecs),
VirtualKeyCode::Numpad7 | VirtualKeyCode::Y => result = try_move_player(-1, -1, &mut gs.ecs),
VirtualKeyCode::Numpad3 | VirtualKeyCode::N => result = try_move_player(1, 1, &mut gs.ecs),
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::Comma => {
if ctx.shift {
if !try_previous_level(&mut gs.ecs) {
return RunState::AwaitingInput;
}
return RunState::PreviousLevel; // < to ascend
}
}
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,
// Other
VirtualKeyCode::Minus => return RunState::ShowCheatMenu,
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 from here.").log();
return false;
}
}
pub fn try_previous_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::UpStair {
return true;
} else {
gamelog::Logger::new().append("You don't see a way up from here.").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;
}
}
}
*/