roguelike-game/src/monster_ai_system.rs

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use super::{Map, Monster, Name, Position, Viewshed};
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use rltk::{console, Point};
use specs::prelude::*;
pub struct MonsterAI {}
impl<'a> System<'a> for MonsterAI {
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#[allow(clippy::type_complexity)]
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type SystemData = (
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WriteExpect<'a, Map>,
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ReadExpect<'a, Point>,
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WriteStorage<'a, Viewshed>,
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ReadStorage<'a, Monster>,
ReadStorage<'a, Name>,
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WriteStorage<'a, Position>,
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);
fn run(&mut self, data: Self::SystemData) {
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let (mut map, player_pos, mut viewshed, monster, name, mut position) = data;
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for (mut viewshed, _monster, name, mut pos) in
(&mut viewshed, &monster, &name, &mut position).join()
{
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let distance =
rltk::DistanceAlg::Pythagoras.distance2d(Point::new(pos.x, pos.y), *player_pos);
if distance < 1.5 {
// Attack goes here
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console::log(&format!("{} shouts insults", name.name));
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return;
}
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if viewshed.visible_tiles.contains(&*player_pos) {
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let path = rltk::a_star_search(
map.xy_idx(pos.x, pos.y) as i32,
map.xy_idx(player_pos.x, player_pos.y) as i32,
&mut *map,
);
if path.success && path.steps.len() > 1 {
pos.x = path.steps[1] as i32 % map.width;
pos.y = path.steps[1] as i32 / map.width;
viewshed.dirty = true;
}
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}
}
}
}