roguelike-game/src/player.rs

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7.6 KiB
Rust
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use crate::components::{
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CombatStats, EntityMoved, HungerClock, HungerState, Item, Monster, Player, Position, Viewshed,
WantsToMelee, WantsToPickupItem,
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};
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use crate::{game_log::GameLog, Map, RunState, State, TileType};
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use rltk::{Point, Rltk, VirtualKeyCode};
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use specs::prelude::*;
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use std::cmp::{max, min};
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pub fn try_move_player(delta_x: i32, delta_y: i32, ecs: &mut World) {
let mut positions = ecs.write_storage::<Position>();
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let players = ecs.read_storage::<Player>();
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let mut viewsheds = ecs.write_storage::<Viewshed>();
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let entities = ecs.entities();
let combat_stats = ecs.read_storage::<CombatStats>();
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let map = ecs.fetch::<Map>();
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let mut wants_to_melee = ecs.write_storage::<WantsToMelee>();
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let mut entity_moved = ecs.write_storage::<EntityMoved>();
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for (entity, _player, pos, viewshed) in
(&entities, &players, &mut positions, &mut viewsheds).join()
{
if pos.x + delta_x < 1
|| pos.x + delta_x > map.width - 1
|| pos.y + delta_y < 1
|| pos.y + delta_y > map.height - 1
{
return;
}
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let destination_idx = map.xy_idx(pos.x + delta_x, pos.y + delta_y);
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for potential_target in map.tile_content[destination_idx].iter() {
if let Some(_target) = combat_stats.get(*potential_target) {
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wants_to_melee
.insert(
entity,
WantsToMelee {
target: *potential_target,
},
)
.expect("Add target failed");
return;
}
}
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if !map.blocked[destination_idx] {
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pos.x = min(79, max(0, pos.x + delta_x));
pos.y = min(49, max(0, pos.y + delta_y));
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entity_moved
.insert(entity, EntityMoved {})
.expect("Failed to add EntityMoved flag to player");
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viewshed.dirty = true;
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let mut ppos = ecs.write_resource::<Point>();
ppos.x = pos.x;
ppos.y = pos.y;
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}
}
}
pub fn try_next_level(ecs: &mut World) -> bool {
let player_pos = ecs.fetch::<Point>();
let map = ecs.fetch::<Map>();
let player_idx = map.xy_idx(player_pos.x, player_pos.y);
if map.tiles[player_idx] == TileType::DownStairs {
true
} else {
let mut gamelog = ecs.fetch_mut::<GameLog>();
gamelog
.entries
.push("There is no way down from here.".to_string());
false
}
}
fn get_item(ecs: &mut World) {
let player_pos = ecs.fetch::<Point>();
let player_entity = ecs.fetch::<Entity>();
let entities = ecs.entities();
let items = ecs.read_storage::<Item>();
let positions = ecs.read_storage::<Position>();
let mut gamelog = ecs.fetch_mut::<GameLog>();
let mut target_item: Option<Entity> = None;
for (item_entity, _item, position) in (&entities, &items, &positions).join() {
if position.x == player_pos.x && position.y == player_pos.y {
target_item = Some(item_entity);
}
}
match target_item {
None => gamelog
.entries
.push("There is nothing here to pick up.".to_string()),
Some(item) => {
let mut pickup = ecs.write_storage::<WantsToPickupItem>();
pickup
.insert(
*player_entity,
WantsToPickupItem {
collected_by: *player_entity,
item,
},
)
.expect("Unable to pick up item?!");
}
}
}
fn skip_turn(ecs: &mut World) -> RunState {
let player_entity = ecs.fetch::<Entity>();
let viewshed_components = ecs.read_storage::<Viewshed>();
let monsters = ecs.read_storage::<Monster>();
let worldmap_resource = ecs.fetch::<Map>();
let mut can_heal = true;
let viewshed = viewshed_components.get(*player_entity).unwrap();
for tile in viewshed.visible_tiles.iter() {
let idx = worldmap_resource.xy_idx(tile.x, tile.y);
for entity_id in worldmap_resource.tile_content[idx].iter() {
match monsters.get(*entity_id) {
None => {}
Some(_) => {
can_heal = false;
}
}
}
}
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// Don't allow healing when hungry or starving
let hunger_clocks = ecs.read_storage::<HungerClock>();
if let Some(hc) = hunger_clocks.get(*player_entity) {
match hc.state {
HungerState::Hungry => can_heal = false,
HungerState::Starving => can_heal = false,
_ => {}
}
}
if can_heal {
let mut health_components = ecs.write_storage::<CombatStats>();
let player_hp = health_components.get_mut(*player_entity).unwrap();
player_hp.hp = i32::min(player_hp.hp + 1, player_hp.max_hp);
}
RunState::PlayerTurn
}
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pub fn player_input(gs: &mut State, ctx: &mut Rltk) -> RunState {
// Mac OS is special when it comes to the numpad. Instead of reporting
// the keys as Numpad-specific numbers, it reports the number row scan
// codes. The quick fix is to match on both types of number scan codes.
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match ctx.key {
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None => return RunState::AwaitingInput, // Nothing happened
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Some(key) => match key {
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// Cardinal directions
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VirtualKeyCode::Up
| VirtualKeyCode::Numpad8
| VirtualKeyCode::Key8
| VirtualKeyCode::K => try_move_player(0, -1, &mut gs.ecs),
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VirtualKeyCode::Down
| VirtualKeyCode::Numpad2
| VirtualKeyCode::Key2
| VirtualKeyCode::J => try_move_player(0, 1, &mut gs.ecs),
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VirtualKeyCode::Left
| VirtualKeyCode::Numpad4
| VirtualKeyCode::Key4
| VirtualKeyCode::H => try_move_player(-1, 0, &mut gs.ecs),
VirtualKeyCode::Right
| VirtualKeyCode::Numpad6
| VirtualKeyCode::Key6
| VirtualKeyCode::L => try_move_player(1, 0, &mut gs.ecs),
// Diagonals
VirtualKeyCode::Numpad7
| VirtualKeyCode::Key7
| VirtualKeyCode::U
| VirtualKeyCode::Q => try_move_player(-1, -1, &mut gs.ecs),
VirtualKeyCode::Numpad9
| VirtualKeyCode::Key9
| VirtualKeyCode::Y
| VirtualKeyCode::W => try_move_player(1, -1, &mut gs.ecs),
VirtualKeyCode::Numpad1
| VirtualKeyCode::Key1
| VirtualKeyCode::B
| VirtualKeyCode::A => try_move_player(-1, 1, &mut gs.ecs),
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VirtualKeyCode::Numpad3
| VirtualKeyCode::Key3
| VirtualKeyCode::N
| VirtualKeyCode::S => try_move_player(1, 1, &mut gs.ecs),
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// Skip Turn
VirtualKeyCode::Numpad5 | VirtualKeyCode::Key5 | VirtualKeyCode::Space => {
return skip_turn(&mut gs.ecs)
}
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// Level changes
VirtualKeyCode::Period => {
if try_next_level(&mut gs.ecs) {
return RunState::NextLevel;
}
}
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// Item management
VirtualKeyCode::G => get_item(&mut gs.ecs),
VirtualKeyCode::I => return RunState::ShowInventory,
VirtualKeyCode::D => return RunState::ShowDropItem,
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VirtualKeyCode::R => return RunState::ShowRemoveItem,
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// Save and Quit
VirtualKeyCode::Escape => return RunState::SaveGame,
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_ => return RunState::AwaitingInput,
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},
}
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RunState::PlayerTurn
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}