rust-rl/src/ai/chase_ai_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

116 lines
4.5 KiB
Rust

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