field of view
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@ -1,4 +1,5 @@
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pub use crate::prelude::*;
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use std::collections::HashSet;
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#[derive(Clone, Copy, Debug, PartialEq)]
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pub struct Render {
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@ -44,3 +45,27 @@ pub struct Item;
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#[derive(Clone, Copy, Debug, PartialEq)]
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pub struct AmuletOfYala;
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#[derive(Clone, Debug, PartialEq)]
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pub struct FieldOfView {
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pub visible_tiles: HashSet<Point>,
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pub radius: i32,
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pub is_dirty: bool,
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}
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impl FieldOfView {
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pub fn new(radius: i32) -> Self {
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Self {
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visible_tiles: HashSet::new(),
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radius,
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is_dirty: true,
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}
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}
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pub fn clone_dirty(&self) -> Self {
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Self {
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visible_tiles: HashSet::new(),
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radius: self.radius,
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is_dirty: true,
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}
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}
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}
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@ -54,9 +54,9 @@ impl State {
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State {
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ecs,
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resources,
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input_systems: input_build_scheduler(),
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player_systems: player_build_scheduler(),
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monster_systems: monster_build_scheduler(),
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input_systems: build_input_scheduler(),
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player_systems: build_player_scheduler(),
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monster_systems: build_monster_scheduler(),
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}
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}
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@ -9,6 +9,7 @@ pub enum TileType {
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pub struct Map {
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pub tiles: Vec<TileType>,
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pub revealed_tiles: Vec<bool>,
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}
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pub fn map_idx(x: i32, y: i32) -> usize {
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@ -19,6 +20,7 @@ impl Map {
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pub fn new() -> Self {
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Self {
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tiles: vec![TileType::Floor; NUM_TILES],
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revealed_tiles: vec![false; NUM_TILES],
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}
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}
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@ -62,6 +64,9 @@ impl Algorithm2D for Map {
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}
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impl BaseMap for Map {
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fn is_opaque(&self, idx: usize) -> bool {
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self.tiles[idx as usize] != TileType::Floor
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}
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fn get_available_exits(&self, idx: usize) -> SmallVec<[(usize, f32); 10]> {
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let mut exits = SmallVec::new();
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let location = self.index_to_point2d(idx);
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@ -9,9 +9,10 @@ pub fn spawn_player(ecs: &mut World, pos: Point) {
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glyph: to_cp437('@'),
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},
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Health {
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current: 20,
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max: 20,
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current: 10,
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max: 10,
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},
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FieldOfView::new(8),
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));
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}
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@ -34,6 +35,7 @@ pub fn spawn_monster(ecs: &mut World, rng: &mut RandomNumberGenerator, pos: Poin
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max: hp,
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},
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Name(name),
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FieldOfView::new(6),
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));
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}
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@ -3,10 +3,11 @@ use crate::prelude::*;
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#[system]
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#[read_component(Point)]
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#[read_component(ChasingPlayer)]
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#[read_component(FieldOfView)]
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#[read_component(Health)]
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#[read_component(Player)]
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pub fn chasing(#[resource] map: &Map, ecs: &SubWorld, commands: &mut CommandBuffer) {
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let mut movers = <(Entity, &Point, &ChasingPlayer)>::query();
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let mut movers = <(Entity, &Point, &ChasingPlayer, &FieldOfView)>::query();
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let mut positions = <(Entity, &Point, &Health)>::query();
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let mut player = <(&Point, &Player)>::query();
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@ -16,7 +17,10 @@ pub fn chasing(#[resource] map: &Map, ecs: &SubWorld, commands: &mut CommandBuff
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let search_targets = vec![player_idx];
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let dijkstra_map = DijkstraMap::new(SCREEN_WIDTH, SCREEN_HEIGHT, &search_targets, map, 1024.0);
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movers.iter(ecs).for_each(|(entity, pos, _)| {
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movers.iter(ecs).for_each(|(entity, pos, _, fov)| {
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if !fov.visible_tiles.contains(&player_pos) {
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return;
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}
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let idx = map_idx(pos.x, pos.y);
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if let Some(destination) = DijkstraMap::find_lowest_exit(&dijkstra_map, idx, map) {
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let distance = DistanceAlg::Pythagoras.distance2d(*pos, *player_pos);
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@ -3,13 +3,20 @@ use crate::prelude::*;
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#[system]
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#[read_component(Point)]
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#[read_component(Render)]
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#[read_component(Player)]
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#[read_component(FieldOfView)]
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pub fn entity_render(ecs: &mut SubWorld, #[resource] camera: &mut Camera) {
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let mut renderables = <(&Point, &Render)>::query();
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let mut fov = <&FieldOfView>::query().filter(component::<Player>());
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let player_fov = fov.iter(ecs).nth(0).unwrap();
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let mut draw_batch = DrawBatch::new();
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draw_batch.target(1);
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let offset = Point::new(camera.left_x, camera.top_y);
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<(&Point, &Render)>::query()
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renderables
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.iter(ecs)
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.filter(|(pos, _)| player_fov.visible_tiles.contains(&pos))
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.for_each(|(pos, render)| {
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draw_batch.set(*pos - offset, render.color, render.glyph);
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});
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15
src/systems/fov.rs
Normal file
15
src/systems/fov.rs
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@ -0,0 +1,15 @@
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use crate::prelude::*;
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#[system]
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#[read_component(Point)]
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#[write_component(FieldOfView)]
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pub fn fov(ecs: &mut SubWorld, #[resource] map: &Map) {
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let mut views = <(&Point, &mut FieldOfView)>::query();
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views
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.iter_mut(ecs)
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.filter(|(_, fov)| fov.is_dirty)
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.for_each(|(pos, mut fov)| {
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fov.visible_tiles = field_of_view_set(*pos, fov.radius, map);
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fov.is_dirty = true;
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});
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}
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@ -1,20 +1,34 @@
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use crate::prelude::*;
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#[system]
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pub fn map_render(#[resource] map: &Map, #[resource] camera: &Camera) {
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#[read_component(Player)]
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#[read_component(FieldOfView)]
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pub fn map_render(ecs: &SubWorld, #[resource] map: &Map, #[resource] camera: &Camera) {
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let mut fov = <&FieldOfView>::query().filter(component::<Player>());
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let player_fov = fov.iter(ecs).nth(0).unwrap();
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let mut draw_batch = DrawBatch::new();
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draw_batch.target(0);
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for y in camera.top_y..=camera.bottom_y {
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for x in camera.left_x..=camera.right_x {
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let pt = Point::new(x, y);
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let offset = Point::new(camera.left_x, camera.top_y);
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if map.in_bounds(pt) {
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let idx = map_idx(x, y);
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let glyph = match map.tiles[idx] {
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TileType::Floor => to_cp437('.'),
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TileType::Wall => to_cp437('#'),
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let idx = map_idx(x, y);
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if map.in_bounds(pt)
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&& (player_fov.visible_tiles.contains(&pt) | map.revealed_tiles[idx])
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{
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let tint = if player_fov.visible_tiles.contains(&pt) {
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WHITE
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} else {
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DARK_GRAY
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};
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draw_batch.set(pt - offset, ColorPair::new(WHITE, BLACK), glyph);
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match map.tiles[idx] {
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TileType::Floor => {
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draw_batch.set(pt - offset, ColorPair::new(tint, BLACK), to_cp437('.'));
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}
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TileType::Wall => {
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draw_batch.set(pt - offset, ColorPair::new(tint, BLACK), to_cp437('#'));
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}
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}
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}
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}
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}
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@ -3,6 +3,7 @@ mod chasing;
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mod combat;
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mod end_turn;
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mod entity_render;
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mod fov;
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mod hud;
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mod map_render;
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mod movement;
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@ -10,9 +11,10 @@ mod player_input;
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mod random_move;
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mod tooltips;
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pub fn input_build_scheduler() -> Schedule {
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pub fn build_input_scheduler() -> Schedule {
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Schedule::builder()
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.add_system(player_input::player_input_system())
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.add_system(fov::fov_system())
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.flush()
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.add_system(map_render::map_render_system())
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.add_system(entity_render::entity_render_system())
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@ -20,23 +22,27 @@ pub fn input_build_scheduler() -> Schedule {
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.add_system(tooltips::tooltips_system())
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.build()
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}
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pub fn player_build_scheduler() -> Schedule {
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pub fn build_player_scheduler() -> Schedule {
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Schedule::builder()
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.add_system(combat::combat_system())
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.flush()
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.add_system(movement::movement_system())
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.flush()
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.add_system(fov::fov_system())
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.flush()
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.add_system(map_render::map_render_system())
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.add_system(entity_render::entity_render_system())
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.add_system(hud::hud_system())
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.add_system(end_turn::end_turn_system())
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.build()
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}
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pub fn monster_build_scheduler() -> Schedule {
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pub fn build_monster_scheduler() -> Schedule {
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Schedule::builder()
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.add_system(random_move::random_move_system())
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.add_system(chasing::chasing_system())
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.flush()
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.add_system(fov::fov_system())
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.flush()
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.add_system(combat::combat_system())
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.flush()
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.add_system(movement::movement_system())
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@ -2,23 +2,29 @@ pub use crate::prelude::*;
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#[system(for_each)]
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#[read_component(Player)]
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#[read_component(FieldOfView)]
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pub fn movement(
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entity: &Entity,
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want_move: &WantsToMove,
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#[resource] map: &Map,
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#[resource] map: &mut Map,
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#[resource] camera: &mut Camera,
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ecs: &mut SubWorld,
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commands: &mut CommandBuffer,
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) {
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if map.can_enter_tile(want_move.destination) {
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commands.add_component(want_move.entity, want_move.destination);
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if ecs
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.entry_ref(want_move.entity)
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.unwrap()
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.get_component::<Player>()
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.is_ok()
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{
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camera.on_player_move(want_move.destination);
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if let Ok(entry) = ecs.entry_ref(want_move.entity) {
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if let Ok(fov) = entry.get_component::<FieldOfView>() {
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commands.add_component(want_move.entity, fov.clone_dirty());
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if entry.get_component::<Player>().is_ok() {
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camera.on_player_move(want_move.destination);
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fov.visible_tiles.iter().for_each(|pos| {
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map.revealed_tiles[map_idx(pos.x, pos.y)] = 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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commands.remove(*entity);
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@ -4,11 +4,16 @@ use crate::prelude::*;
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#[read_component(Point)]
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#[read_component(Name)]
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#[read_component(Health)]
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#[read_component(Player)]
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#[read_component(FieldOfView)]
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pub fn tooltips(
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ecs: &SubWorld,
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#[resource] mouse_pos: &Point, // (1)
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#[resource] camera: &Camera, // (2)
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) {
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let mut fov = <&FieldOfView>::query().filter(component::<Player>());
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let player_fov = fov.iter(ecs).nth(0).unwrap();
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let mut positions = <(Entity, &Point, &Name)>::query(); // (3)
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let offset = Point::new(camera.left_x, camera.top_y);
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let map_pos = *mouse_pos + offset; // (4)
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@ -16,7 +21,7 @@ pub fn tooltips(
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draw_batch.target(2);
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positions
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.iter(ecs)
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.filter(|(_, pos, _)| **pos == map_pos) // (5)
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.filter(|(_, pos, _)| **pos == map_pos && player_fov.visible_tiles.contains(&pos)) // (5)
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.for_each(|(entity, _, name)| {
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let screen_pos = *mouse_pos * 4; // (6)
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let display = if let Ok(health) = ecs
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