Add system to let bystanders move around
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71
src/bystander_ai_system.rs
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71
src/bystander_ai_system.rs
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@ -0,0 +1,71 @@
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use ::rltk::RandomNumberGenerator;
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use specs::prelude::*;
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use super::{Map, RunState};
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use crate::components::{Bystander, EntityMoved, Position, Viewshed};
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pub struct BystanderAI {}
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impl<'a> System<'a> for BystanderAI {
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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, RunState>,
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Entities<'a>,
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WriteStorage<'a, Viewshed>,
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ReadStorage<'a, Bystander>,
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WriteStorage<'a, Position>,
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WriteStorage<'a, EntityMoved>,
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WriteExpect<'a, RandomNumberGenerator>,
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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 map,
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runstate,
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entities,
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mut viewshed,
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bystander,
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mut position,
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mut entity_moved,
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mut rng,
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) = data;
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if *runstate != RunState::MonsterTurn {
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return;
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}
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for (entity, mut viewshed, _bystander, mut pos) in
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(&entities, &mut viewshed, &bystander, &mut position).join()
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{
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// Try to move randomly
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let mut x = pos.x;
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let mut y = pos.y;
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match rng.roll_dice(1, 5) {
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1 => x -= 1,
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2 => x += 1,
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3 => y -= 1,
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4 => y += 1,
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_ => {}
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}
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if x > 0 && x < map.width - 1 && y > 0 && y < map.height - 1 {
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let dest_idx = map.xy_idx(x, y);
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if !map.blocked[dest_idx] {
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let idx = map.xy_idx(pos.x, pos.y);
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map.blocked[idx] = false;
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pos.x = x;
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pos.y = y;
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entity_moved
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.insert(entity, EntityMoved {})
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.expect("Unable to insert moved flag component");
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map.blocked[dest_idx] = true;
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viewshed.dirty = true;
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}
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}
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}
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}
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}
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@ -1,3 +1,4 @@
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mod bystander_ai_system;
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pub mod camera;
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mod components;
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mod damage_system;
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@ -27,6 +28,7 @@ extern crate lazy_static;
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use ::rltk::{GameState, Point, RandomNumberGenerator, Rltk};
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use ::specs::prelude::*;
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use ::specs::saveload::{SimpleMarker, SimpleMarkerAllocator};
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use bystander_ai_system::BystanderAI;
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use components::*;
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use damage_system::DamageSystem;
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pub use game_log::GameLog;
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@ -111,6 +113,9 @@ impl State {
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let mut mapindex = MapIndexingSystem {};
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mapindex.run_now(&self.ecs);
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let mut bystander = BystanderAI {};
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bystander.run_now(&self.ecs);
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let mut melee = MeleeCombatSystem {};
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melee.run_now(&self.ecs);
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