use ::rltk::{Point, RandomNumberGenerator}; use specs::prelude::*; use super::game_log::GameLog; use super::{Map, RunState}; use crate::components::{Bystander, EntityMoved, Name, Position, Quips, Viewshed}; pub struct BystanderAI {} impl<'a> System<'a> for BystanderAI { #[allow(clippy::type_complexity)] type SystemData = ( WriteExpect<'a, Map>, ReadExpect<'a, RunState>, Entities<'a>, WriteStorage<'a, Viewshed>, ReadStorage<'a, Bystander>, WriteStorage<'a, Position>, WriteStorage<'a, EntityMoved>, WriteExpect<'a, RandomNumberGenerator>, ReadExpect<'a, Point>, WriteExpect<'a, GameLog>, WriteStorage<'a, Quips>, ReadStorage<'a, Name>, ); fn run(&mut self, data: Self::SystemData) { let ( mut map, runstate, entities, mut viewshed, bystander, mut position, mut entity_moved, mut rng, player_pos, mut gamelog, mut quips, names, ) = data; if *runstate != RunState::MonsterTurn { return; } for (entity, mut viewshed, _bystander, mut pos) in (&entities, &mut viewshed, &bystander, &mut position).join() { // Possibly quip if let Some(quip) = quips.get_mut(entity) { if !quip.available.is_empty() && viewshed.visible_tiles.contains(&player_pos) && rng.roll_dice(1, 6) == 1 { let name = names.get(entity); let quip_index = if quip.available.len() == 1 { 0 } else { (rng.roll_dice(1, quip.available.len() as i32) - 1) as usize }; gamelog.append(format!( "{} says \"{}\"", name.unwrap().name, quip.available[quip_index] )); quip.available.remove(quip_index); } } // Try to move randomly let mut x = pos.x; let mut y = pos.y; match rng.roll_dice(1, 5) { 1 => x -= 1, 2 => x += 1, 3 => y -= 1, 4 => y += 1, _ => {} } if x > 0 && x < map.width - 1 && y > 0 && y < map.height - 1 { let dest_idx = map.xy_idx(x, y); if !map.blocked[dest_idx] { let idx = map.xy_idx(pos.x, pos.y); map.blocked[idx] = false; pos.x = x; pos.y = y; entity_moved .insert(entity, EntityMoved {}) .expect("Unable to insert moved flag component"); map.blocked[dest_idx] = true; viewshed.dirty = true; } } } } }