rust-rl/src/ai/default_move_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

171 lines
6.7 KiB
Rust

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