rust-rl/src/visibility_system.rs
Llywelwyn 85efe13dc5 made the switch to using bracket-lib directly, instead of rltk wrapper
this should solve the build issues; it makes using the non-crashing github build a lot easier, because it lets the explicit rltk dependency be removed.
2023-09-05 02:23:31 +01:00

163 lines
5.6 KiB
Rust

use super::{
gamelog,
Blind,
BlocksVisibility,
Hidden,
Map,
Name,
Player,
Position,
Telepath,
Viewshed,
Renderable,
gui::renderable_colour,
};
use bracket_lib::prelude::*;
use bracket_lib::pathfinding::FieldOfViewAlg::SymmetricShadowcasting;
use specs::prelude::*;
pub struct VisibilitySystem {}
const BLIND_TELEPATHY_RANGE_MULTIPLIER: i32 = 3;
impl<'a> System<'a> for VisibilitySystem {
type SystemData = (
WriteExpect<'a, Map>,
WriteExpect<'a, RandomNumberGenerator>,
Entities<'a>,
WriteStorage<'a, Viewshed>,
WriteStorage<'a, Telepath>,
WriteStorage<'a, Position>,
ReadStorage<'a, Player>,
WriteStorage<'a, Hidden>,
ReadStorage<'a, Name>,
ReadStorage<'a, Blind>,
ReadStorage<'a, BlocksVisibility>,
ReadStorage<'a, Renderable>,
);
fn run(&mut self, data: Self::SystemData) {
let (
mut map,
mut rng,
entities,
mut viewshed,
mut telepath,
pos,
player,
mut hidden,
names,
blind_entities,
blocks_visibility,
renderables,
) = data;
map.view_blocked.clear();
for (block_pos, _block) in (&pos, &blocks_visibility).join() {
let idx = map.xy_idx(block_pos.x, block_pos.y);
map.view_blocked.insert(idx);
}
for (ent, viewshed, pos) in (&entities, &mut viewshed, &pos).join() {
if viewshed.dirty {
viewshed.dirty = false;
let range = if let Some(_is_blind) = blind_entities.get(ent) {
1
} else {
if map.overmap { viewshed.range / 2 } else { viewshed.range }
};
let origin = Point::new(pos.x, pos.y);
viewshed.visible_tiles = SymmetricShadowcasting.field_of_view(origin, range, &*map);
viewshed.visible_tiles.retain(|p| {
p.x >= 0 &&
p.x < map.width &&
p.y >= 0 &&
p.y < map.height &&
(map.lit_tiles[map.xy_idx(p.x, p.y)] == true ||
DistanceAlg::Pythagoras.distance2d(Point::new(p.x, p.y), origin) < 1.5)
});
// If this is the player, reveal what they can see
let _p: Option<&Player> = player.get(ent);
if let Some(_p) = _p {
for t in map.visible_tiles.iter_mut() {
*t = false;
}
for vis in viewshed.visible_tiles.iter() {
let idx = map.xy_idx(vis.x, vis.y);
map.revealed_tiles[idx] = true;
map.visible_tiles[idx] = true;
// Reveal hidden things
crate::spatial::for_each_tile_content(idx, |e| {
let is_hidden = hidden.get(e);
if let Some(_is_hidden) = is_hidden {
if rng.roll_dice(1, 12) == 1 {
let name = names.get(e);
if let Some(name) = name {
gamelog::Logger
::new()
.append("You spot a")
.colour(renderable_colour(&renderables, e))
.append_n(&name.name)
.colour(WHITE)
.period()
.log();
}
hidden.remove(e);
}
}
});
}
}
}
}
for (ent, telepath, pos) in (&entities, &mut telepath, &pos).join() {
if telepath.dirty {
telepath.dirty = false;
let mut range = telepath.range;
if let Some(_is_blind) = blind_entities.get(ent) {
range *= BLIND_TELEPATHY_RANGE_MULTIPLIER;
}
telepath.telepath_tiles = fast_fov(pos.x, pos.y, range);
telepath.telepath_tiles.retain(
|p| p.x >= 0 && p.x < map.width && p.y >= 0 && p.y < map.height
);
// If this is the player, reveal what they can see
let _p: Option<&Player> = player.get(ent);
if let Some(_p) = _p {
for t in map.telepath_tiles.iter_mut() {
*t = false;
}
for vis in telepath.telepath_tiles.iter() {
let idx = map.xy_idx(vis.x, vis.y);
map.telepath_tiles[idx] = true;
}
}
}
}
}
}
pub fn fast_fov(p_x: i32, p_y: i32, r: i32) -> Vec<Point> {
let mut visible_tiles: Vec<Point> = Vec::new();
let mut i = 0;
while i <= 360 {
let x: f32 = f32::cos((i as f32) * (0.01745 as f32));
let y: f32 = f32::sin((i as f32) * (0.01745 as f32));
let mut ox: f32 = (p_x as f32) + (0.5 as f32);
let mut oy: f32 = (p_y as f32) + (0.5 as f32);
for _i in 0..r {
visible_tiles.push(Point::new(ox as i32, oy as i32));
ox += x;
oy += y;
}
i += 4;
}
visible_tiles
}