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.
116 lines
4.5 KiB
Rust
116 lines
4.5 KiB
Rust
use crate::{ Chasing, EntityMoved, Map, Position, TakingTurn, Telepath, Viewshed };
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use bracket_lib::prelude::*;
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use specs::prelude::*;
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use std::collections::HashMap;
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use super::approach_ai_system::get_adjacent_unblocked;
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// If the target is beyond this distance, they're no longer being detected,
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// so stop following them. This is essentially a combined value of the sound
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// the target might be making, noise, light, etc., anything they could do to
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// be detected. As those constituent systems are developed, this value should
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// be changed to being a result of some calculations between them.
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const MAX_CHASE_DISTANCE: usize = 15;
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pub struct ChaseAI {}
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impl<'a> System<'a> for ChaseAI {
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#[allow(clippy::type_complexity)]
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type SystemData = (
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WriteStorage<'a, TakingTurn>,
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WriteStorage<'a, Chasing>,
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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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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 chasing,
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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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entities,
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) = data;
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let mut targets: HashMap<Entity, (i32, i32)> = HashMap::new();
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let mut end_chase: Vec<Entity> = Vec::new();
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// For every chasing entity with a turn, look for a valid target position,
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// and if found, store that position in a temporary HashMap. This gets around
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// needing to read Position twice - that would cause borrowchecker issues.
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// If there's no valid target found, remove the chasing component.
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for (entity, _turn, chasing) in (&entities, &turns, &chasing).join() {
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if let Some(target_pos) = positions.get(chasing.target) {
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targets.insert(entity, (target_pos.x, target_pos.y));
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} else {
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end_chase.push(entity);
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}
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}
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for done in end_chase.iter() {
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chasing.remove(*done);
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}
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end_chase.clear();
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// Iterate over everyone who is *still* chasing, and path to the target
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// stored in the HashMap. If successful, follow the path. If not, remove
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// the chasing component.
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let mut turn_done: Vec<Entity> = Vec::new();
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for (entity, _turn, mut pos, _chase, mut viewshed) in (
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&entities,
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&turns,
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&mut positions,
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&chasing,
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&mut viewsheds,
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).join() {
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turn_done.push(entity);
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let target_pos = targets[&entity];
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let target_idx = map.xy_idx(target_pos.0, target_pos.1);
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let target_idxs = if let Some(paths) = get_adjacent_unblocked(&map, target_idx) {
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paths
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} else {
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continue;
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};
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let mut path: Option<NavigationPath> = None;
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let idx = map.xy_idx(pos.x, pos.y);
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for tar_idx in target_idxs {
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let potential_path = a_star_search(idx, tar_idx, &mut *map);
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if potential_path.success && potential_path.steps.len() > 1 {
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if
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path.is_none() ||
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potential_path.steps.len() < path.as_ref().unwrap().steps.len()
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{
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path = Some(potential_path);
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}
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}
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}
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let path = if path.is_some() {
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path.unwrap()
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} else {
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continue;
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};
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if path.success && path.steps.len() > 1 && path.steps.len() < MAX_CHASE_DISTANCE {
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let idx = map.xy_idx(pos.x, pos.y);
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pos.x = (path.steps[1] as i32) % map.width;
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pos.y = (path.steps[1] as i32) / map.width;
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entity_moved.insert(entity, EntityMoved {}).expect("Failed 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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turn_done.push(entity);
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} else {
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end_chase.push(entity);
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}
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}
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for done in end_chase.iter() {
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chasing.remove(*done);
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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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