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.
171 lines
6.7 KiB
Rust
171 lines
6.7 KiB
Rust
use crate::{
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tile_walkable,
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EntityMoved,
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Map,
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MoveMode,
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Movement,
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Position,
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TakingTurn,
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Telepath,
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Viewshed,
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};
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use specs::prelude::*;
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use bracket_lib::prelude::*;
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// Rolling a 1d8+x to decide where to move, where x are the number
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// of dice rolls in which they will remian stationary. i.e. If this
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// const is set to 8, there is a 50% chance of not wandering.
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const CHANCE_OF_REMAINING_STATIONARY: i32 = 8;
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pub struct DefaultAI {}
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impl<'a> System<'a> for DefaultAI {
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type SystemData = (
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WriteStorage<'a, TakingTurn>,
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WriteStorage<'a, MoveMode>,
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WriteStorage<'a, Position>,
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WriteExpect<'a, Map>,
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WriteStorage<'a, Viewshed>,
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WriteStorage<'a, Telepath>,
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WriteStorage<'a, EntityMoved>,
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WriteExpect<'a, RandomNumberGenerator>,
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Entities<'a>,
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);
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fn run(&mut self, data: Self::SystemData) {
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let (
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mut turns,
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mut move_mode,
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mut positions,
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mut map,
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mut viewsheds,
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mut telepaths,
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mut entity_moved,
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mut rng,
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entities,
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) = data;
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let mut turn_done: Vec<Entity> = Vec::new();
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for (entity, _turn, mut pos, mut move_mode, mut viewshed) in (
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&entities,
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&turns,
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&mut positions,
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&mut move_mode,
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&mut viewsheds,
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).join() {
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turn_done.push(entity);
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match &mut move_mode.mode {
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Movement::Static => {}
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Movement::Random => {
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let mut x = pos.x;
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let mut y = pos.y;
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let move_roll = rng.roll_dice(1, 8 + CHANCE_OF_REMAINING_STATIONARY);
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match move_roll {
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1 => {
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x -= 1;
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}
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2 => {
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x += 1;
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}
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3 => {
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y -= 1;
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}
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4 => {
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y += 1;
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}
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5 => {
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x -= 1;
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y -= 1;
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}
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6 => {
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x += 1;
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y -= 1;
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}
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7 => {
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x -= 1;
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y += 1;
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}
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8 => {
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x += 1;
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y += 1;
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}
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_ => {}
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}
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if x > 0 && x < map.width - 1 && y > 0 && y < map.height - 1 {
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let dest_idx = map.xy_idx(x, y);
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if !crate::spatial::is_blocked(dest_idx) {
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let idx = map.xy_idx(pos.x, pos.y);
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pos.x = x;
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pos.y = y;
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entity_moved
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.insert(entity, EntityMoved {})
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.expect("Unable to insert EntityMoved");
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crate::spatial::move_entity(entity, idx, dest_idx);
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viewshed.dirty = true;
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if let Some(is_telepath) = telepaths.get_mut(entity) {
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is_telepath.dirty = true;
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}
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}
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}
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}
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Movement::RandomWaypoint { path } => {
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if let Some(path) = path {
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// We have a path - follow it
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let idx = map.xy_idx(pos.x, pos.y);
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if path.len() > 1 {
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if !crate::spatial::is_blocked(path[1] as usize) {
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pos.x = (path[1] as i32) % map.width;
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pos.y = (path[1] as i32) / map.width;
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entity_moved
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.insert(entity, EntityMoved {})
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.expect("Unable to insert EntityMoved");
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let new_idx = map.xy_idx(pos.x, pos.y);
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crate::spatial::move_entity(entity, idx, new_idx);
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viewshed.dirty = true;
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if let Some(is_telepath) = telepaths.get_mut(entity) {
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is_telepath.dirty = true;
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}
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path.remove(0);
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} else {
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// If the path is blocked, recalculate a new path to the same waypoint.
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let path = a_star_search(
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map.xy_idx(pos.x, pos.y) as i32,
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map.xy_idx(
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(path[path.len() - 1] as i32) % map.width,
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(path[path.len() - 1] as i32) / map.width
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) as i32,
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&mut *map
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);
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if path.success && path.steps.len() > 1 {
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move_mode.mode = Movement::RandomWaypoint {
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path: Some(path.steps),
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};
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}
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}
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} else {
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move_mode.mode = Movement::RandomWaypoint { path: None };
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}
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} else {
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let target_x = rng.roll_dice(1, map.width - 2);
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let target_y = rng.roll_dice(1, map.height - 2);
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let idx = map.xy_idx(target_x, target_y);
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if tile_walkable(map.tiles[idx]) {
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let path = a_star_search(
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map.xy_idx(pos.x, pos.y) as i32,
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map.xy_idx(target_x, target_y) as i32,
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&mut *map
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);
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if path.success && path.steps.len() > 1 {
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move_mode.mode = Movement::RandomWaypoint {
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path: Some(path.steps),
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};
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}
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}
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}
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}
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}
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}
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for done in turn_done.iter() {
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turns.remove(*done);
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}
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}
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}
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